The Avatar of Hope (5e Creature)

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Avatar of Hope[edit]

Medium humanoid (aasimar), lawful good

Armor Class 24 (Armor of the Sun God)
Hit Points 368 (32d8 + 224)
Speed 30 ft., fly 60 ft.

26 (+8) 18 (+4) 24 (+7) 26 (+8) 24 (+7) 30 (+10)

Saving Throws Con +16, Dex +13, Wis +16, Cha +19
Skills Religion +26, Insight +16, Perception +16, Persuasion +28
Damage Vulnerabilities necrotic
Damage Immunities radiant, psychic, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned, stunned
Senses darkvision 120 ft, truesight 120 ft, passive Perception 26
Languages Abyssal, Celestial, Common
Challenge 30 (155,000 XP)

Legendary Resistance (3/Day). If the avatar fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. The Avatar of Hope's innate spellcasting ability is Charisma (spell save DC 27). He can cast the following spells, requiring no material components:

1/day each: fire storm, earthquake, guardian of faith, mass heal

Undying Hope (Recharges after a Short or Long Rest). When the Avatar of Hope's hit points should drop to 0, he instead recovers half of his maximum hit points.

Regeneration The Avatar of Hope restores 14 (2d6 + 7) hit points at the beginning of each of his turns.


Multiattack. The Avatar of Hope uses fire storm. He then makes three attacks with the Blade of Heaven.

Blade of Heaven. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) radiant damage. The target has to succeed a DC 15 Constitution saving throw or take an additional 7 (2d6) radiant damage, and be pushed back 20 feet.

Heavy Cleave. Melee Weapon Attack: +17 to hit, reach 10 ft., semi-circle in front of user with 10 ft. radius (center on user). Hit: 43 (12d6 + 10) magic slashing damage

Wing. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 8) bludgeoning damage. The target has to succeed on a DC 20 Strength check or will be knocked prone.

Purge the Unholy. All creatures with an evil alignment within 120 feet of the Avatar of Hope must make a DC 24 Constitution saving throw, taking 88 (12d12 + 10) radiant damage on a failed save, or half as much damage on a successful one.


The Avatar of Hope can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Avatar of Hope regains spent legendary actions at the start of its turn.

Attack. The Avatar of Hope makes one attack with the Blade of Heaven, or one wing attack.

Sudden Purge (Costs 2 Actions). The Avatar of Hope uses Purge the Unholy.

Celestial Army (Costs 3 Actions). The Avatar of Hope casts the spell Guardian of Faith five times, with each guardian being summoned 10 ft. from it in the shape of a pentagram.

The Avatar of Hope was once a legendary adventurer that sacrificed himself to save the world from an assault led by the demon lord Mephistopheles. Recognizing his sacrifice, he was resurrected, and now stands as final guardian of the Prime Material Plane, only to be used when a great evil threatens the plane. He has no recollection of who he once was, though he can clearly remember his battle with the demon lord, despite not knowing why he'd fought, or who fought with him.

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