Avatar of the Broken God - AI-generated fantasy Monster

Avatar of the Broken God

The Broken God was once worshiped as a patron of walls, oaths, and last stands. When its divine essence fractured, its surviving commandments became contradictory. The Avatar of the Broken God embodies only the command to defend, interpreting every living creature beyond its chosen boundary as an enemy to be crushed.

LargeConstruct(Divine construct)CR Challenge Rating 10Lawful evil

Avatar of the Broken God

divine constructsiege monsterrune breakerboss bruiserouter ring defense
HP168AC+8SPD40 ft., Rune Warp teleportation up to 30 ft. between active rune anchorsCRChallenge Rating 10AthleticsIntimidationPerceptionReligion
STR
19
save
DEX
14
CON
20
save
INT
12
WIS
15
save
CHA
16
save
Divine Aura. Creatures of the avatar's choice that start their turn within 20 feet of it must succeed on a Wisdom saving throw or have disadvantage on the first attack roll they make before the start of their next turn. A creature that succeeds is immune to this effect for 24 hours. Allies of the avatar are immune.
Rune Warp. The avatar can teleport up to 30 feet to an unoccupied space it can see adjacent to an active rune anchor. This movement does not provoke opportunity attacks. Each time it uses Rune Warp, one rune anchor visibly flares, making its location obvious until the start of the avatar's next turn.
Broken Divinity. The avatar's weapon attacks count as magical. It has advantage on saving throws against being knocked prone, stunned, or paralyzed.
Fragmented Immortality. The avatar does not need to eat, drink, breathe, or sleep. It cannot be permanently destroyed while at least one rune anchor remains active in its lair. If reduced to 0 hit points under those conditions, it collapses and reforms with 45 hit points after 1 hour.
Multiattack. The avatar makes two Broken Fist attacks and one Rune Cleaver attack.
Broken Fist. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () bludgeoning damage plus 4 () radiant damage. If the target is Large or smaller, the avatar can push it up to 10 feet.
Rune Cleaver. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () slashing damage plus 4 () force damage. On a hit, one magical effect on the target with a duration of 1 minute or less is suppressed until the end of the target's next turn.
Godlight Beam. The avatar projects a 60-foot-long, 5-foot-wide line of fractured white radiance. Each creature in the line must make a Dexterity saving throw, taking 31 () radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save is blinded until the end of its next turn.
Shatter Runes. The avatar targets up to three visible magical runes, glyphs, wards, or spell effects within 60 feet. Each target must succeed on a Constitution saving throw or be destroyed if it is a nonmagical rune, or dispelled if it is a magical effect as though by dispel magic cast at 5th level. If the avatar targets a creature concentrating on a spell, that creature must also make a Constitution saving throw to maintain concentration.
Interposing Decree. When a creature the avatar can see within 10 feet is hit by an attack, the avatar reduces the damage by 10 and takes 5 radiant damage. The avatar can use this reaction while conscious and can do so once per round.
Warping Step. The avatar moves up to half its speed without provoking opportunity attacks.
Fist of Judgment. The avatar makes one Broken Fist attack.
Gravitic Command (Costs 2 Actions). The avatar targets one creature within 30 feet. The target must succeed on a Strength saving throw or be pulled up to 15 feet toward the avatar and knocked prone.
Cataclysmic Unbinding (Costs 3 Actions). The avatar uses Shatter Runes, targeting one additional rune, glyph, ward, or spell effect within range.
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