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# The God of the Weave ___ ___ > ## Avatar of Azuth >*Gargantuan celestial (shapechanger), lawful neutral* > ___ > - **Armor Class** 26 (natural armor) > - **Hit Points** 615 (30d20 + 300) > - **Speed** 100 ft., fly 100 ft., burrow 100 ft., swim 100 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|26 (+8)|30 (+10)|30 (+10)|30 (+10)|30 (+10)| >___ > - **Saving Throws** Str +14, Dex +17, Con +19, Int +19, Wis +19, Cha +19 > - **Skills** Arcana +28, History +28, Insight +19, Medicine +19, Nature +19, Perception +28, Religion +19 > - **Damage Resistances** all > - **Damage Immunities** force; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious > - **Senses** truesight 300 ft., passive Perception 38 > - **Languages** All languages > - **Challenge** 30 (155,000 XP) > ___ > >***Craft Spell.*** Azuth can cast any spell of 9th level or lower at up to 9th level, requiring no components or concentration. Intelligence is his spellcasting ability for it (spell save DC 27, +19 to hit with spell attacks). Instead of its normal duration, the spell lasts for as long as Azuth is in the presence of the target or any other creatures observing the spell. All damage, conditions, or other effects end once he is no longer in their presence, or when he chooses to end it as a bonus action. > >***Discorporation.*** When Azuth drops to 0 hit points or dies, his body is destroyed but his essence travels back to beyond the cosmos, and he is unable to take physical form for a time. > >***Divine Form.*** Azuth can survive without food, water, or air; and is immune to magic that would ascertain his thoughts, truthfulness, alignment, or creature type. > >***Divine Spellcasting.*** Azuth's innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells at 9th level, requiring no components: > >At will: *clairvoyance, counterspell, detect magic, detect thoughts, dispel magic, hold person, identify, plane shift, polymorph, scrying, teleport* > >3/day: *divine word, power word heal, power word kill, power word pain, power word stun* > >***Legendary Resistance (5/Day).*** If Azuth fails a saving throw, he can choose to succeed instead. > >***Limited Magic Immunity.*** Azuth can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. > >***Magic Item Master.*** Azuth can use any magical item that requires attunement as if he were already attuned to it, even if another creature is attuned to it. Additionally, Azuth is immune to the effects of curses and detrimental properties of magical items he uses. When Azuth uses a magical weapon to make an attack, he may use his spell attack modifier to make that attack. > >***Reactive.*** Azuth can take one reaction on every turn in a combat. > >***Shapechanger.*** Azuth can use an action to magically polymorph into any creature that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Azuth's choice). > >In a new form, Azuth retains his actions, alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. > ### Actions > ***Arcane Missiles.*** Azuth targets up to 10 creatures within 300 feet whose location he is aware of. Each creature takes 21 (6d6) force damage. > ### Legendary Actions >Azuth can take 5 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. Azuth regains spent legendary actions at the start of his turn. > >**Spell.** Azuth casts a spell or uses his Arcane Missiles. > >**Hexproof.** The next time Azuth casts a spell, that spell is immune to the effects of *counterspell*. > >**Part the Weave. (Costs 2 Actions)** Azuth targets one creature that he can see within 300 feet of him. Any resistance or immunity to damage that the target gains from a spell or a magic item is suppressed. Additionally, the target cannot cast spells or use magical abilities. This effect lasts until the end of Azuth's next turn. > >**Ripple the Weave (Costs 3 Actions).** All creatures of Azuth's choice within 300 feet of him that are concentrating on a spell must succeed on a DC 27 concentration check or lose concentration.