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Thread: Avatar Of Corellon Larethian

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    Default Avatar Of Corellon Larethian

    Avatar Of Corellon Larethian
    Medium Celestial, Chaotic Good


    Armor Class 25 (The Forest's Cloak)
    Hit Points 1050 (100d8+600)
    Speed 60', Fly 40'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    20 (+5) 30 (+10) 22 (+6) 30 (+10) 28 (+9) 28 (+9)


    Saving Throws Dexterity +19, Wisdom +18, Charisma +18
    Skills Perception +27, Acrobatics +19, Athletics +14, Stealth +19, Insight +18, Persuasion +18, All Knowledges +19
    Damage Immunities Non-magical piercing, slashing, and bludgeoning damage
    Condition Immunities Charmed, Frightened, Petrified, Poisoned
    Senses Darkvision Infinite, Truesight 120', Passive Perception 37
    Languages All
    Challenge Quite High (42?)



    Magic Immunity An Avatar of Corellon is immune to all harmful spells cast from a 6th level or lower slot, and has advantage on saves against magic that can affect him.

    Legendary Resistance Four per day.

    Magical Weapons All of the Avatar's attacks are considered magical in origin.

    Regeneration The Avatar regains 20 hit points at the start of each of his turns.

    Spellcasting The Avatar casts as a 20th level spellcaster, using Intelligence as his stat (+19 to hit, DC 27). He may cast any spell from the Wizard spell list, or any spell of 3rd level or lower from the Cleric or Druid spell lists.

    Divine Grace The Avatar does not fail on a roll of a natural one. However, the die is treated as -5, rather than as 1.

    Maneuvers The Avatar may use any Battlemaster maneuver of his choice, once per turn. His Superiority die is a d10 for this.

    Actions



    Extra Attack 4: The Avatar makes five attacks from Blade Of Gales, Bow Of Songs, Spear Of Eternity, Ranged Disarm, Blanket The Skies, or attack actions of any kind.

    Blade Of Gales Melee Weapon Attack: +19 to hit, reach 5', one target. Hit: 32 (4d10+10) slashing damage plus 22 (4d10) radiant damage.

    Bow Of Songs Ranged Weapon Attack: +19 to hit, range 600'/3000', one target. Hit: 28 (4d8+10) piercing damage plus 18 (4d8) radiant damage.

    Spear Of Eternity Melee Weapon Attack: +19 to hit, reach 15', one target. Hit: 32 (4d10+10) piercing damage plus 18 (4d8) radiant damage.

    Ranged Disarm Ranged Weapon Attack: +19 to hit, range 600', one target. Hit: The target must make a DC 27 Strength or Dexterity save (their choice) or drop their weapon. The Avatar may have the weapon be knocked up to 60' back from the wielder.

    Blanket The Skies Ranged Weapon Attack: Range 600', 30' radius circle centered on a point within range. All targets of the Avatar's choice within the area of effect must make a DC 27 Dexterity save or take 27 (6d8) piercing damage, or half on a successful save.

    Bonus Actions



    Attack: The Avatar makes a single attack with Blade Of Gales, Bow Of Songs, or Spear Of Eternity.

    Spell: The Avatar casts a single spell that normally has a casting time of one action.

    Cunning Action: The Avatar takes the Dash, Disengage, or Hide action.

    Legendary Actions


    The Avatar has five legendary actions per turn.

    Emerald Dream: The Avatar casts Plane Shift, targeting himself and all creatures within 120', with no saving throw allowed. They appear in the Feywild in a place of the Avatar's choosing. After one minute, all subjects return to where they were before, and no time is considered to have passed in the plane he was on originally. This action can only be taken once per turn.

    Attack: The Avatar makes a single attack with Blade Of Gales, Bow Of Songs, or Spear Of Eternity.

    Nimbleness of the Seldarine: The Avatar moves up to twice his speed.

    Star Smite (Costs Two Actions): The Avatar moves up to 100' in an instant, leaping upon his foes. He makes a single attack with Blade Of Gales, dealing an extra 10 damage on a successful hit.

    Casting (Variable): The Avatar casts a single spell that has a casting time of one action or bonus action. This costs a number of actions equal to the spell's level (1, if a cantrip).

    Spoiler: Thoughts
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    Okay, so I've got the basics down. He's a 20th level caster with a ridiculous DC, so that's pretty damn powerful. He's got some ranged tricks, but I'd like some more-any ideas? In addition, he has melee options,
    cunning action, and some good legendary actions.

    CR
    Defensively, he has 1575 HP, putting him around CR 45. He also has Regen, Cunning Action, and some nice saves, so let's call it CR 50.
    Offensively, he's got 5 attacks for 54 damage each, or 270 damage. CR 28, but his attack bonus is +19, as compared to the regular CR 28 of +13, so let's add 3. CR 31. (Also add 3 for his jacked up save DCs.) Then, Imma slap 9 more CR on for 20th level casting, his bonus actions, and his legendary actions, making him offensively CR 40.
    Overall, CR 45. This is gonna be one tough cookie.
    Last edited by JNAProductions; 2017-04-20 at 09:41 AM.
    I have a LOT of Homebrew!

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