Avatar of Death
Avatar of Death
Large Celestial (Titan), Lawful Neutral
Armor Class: 15 (natural armor)
Hit Points: 189 (18d8 + 108)
Speed: 30 ft., Fly 90 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 22 (+6) | 14 (+2) | 26 (+8) | 18 (+4) |
Saving Throws: Wis +15, Cha +11
Skills: Insight +15, Medicine +9, Religion +9
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunity: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Darkvision 120 ft., passive perception 18
Languages: Understands all languages but rarely speaks.
Challenge: 18 (20,000 XP) Proficiency: +7
Features
Eternal Nature: The avatar does not require air, food, or sleep.
Legendary Resistance (3/Day): If the avatar fails a saving throw, it can choose to succeed instead.
Magic Weapons: The Avatar’s weapon attacks are magical.
Inevitable Reaper: The Avatar of Death has advantage on attack rolls against Undead, and deals double damage to Undead creatures.
Innate Spellcasting: The Avatar of Death can innately cast the following spells, requiring no material components and using Wisdom as the spellcasting ability (+14 to hit, DC 22).
At Will: chill touch (4d8), spare the dying, gentle repose
3/Day Each: circle of death, speak with dead, raise dead
Actions
Multiattack: The avatar makes two melee attacks.
Scythe of Death: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 5) necrotic damage. The Scythe of Death ignores any resistance or immunity to necrotic damage that the target may have.
Legendary Actions
The Avatar of Death 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 Death regains spent legendary actions at the start of its turn.
Attack: The Avatar of Death makes one melee attack.
Spell (costs 2 actions): the Avatar of Death casts a spell.
Reap (costs 3 actions): The Avatar of Death points at a creature it can see within 30 feet. If the creature has fewer than 50 hit points, it must succeed on a DC 22 Constitution saving throw or die instantly.
Azrael's Guide to the Apocalypse, printed page 185.