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Creatures

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.

STRDEXCONINTWISCHA
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.