Avatar of Vaprak

Huge god (titan), chaotic evil

Armor Class 17 (natural armor)

17 (natural armor) Hit Points 338 (25d12 + 175)

338 (25d12 + 175) Speed 45 ft.

STR DEX CON INT WIS CHA 30 (+10) 13 (+1) 25 (+7) 10 (+0) 10 (+0) 13 (+1)

Saving Throws Str +17, Con +14

Str +17, Con +14 Damage Resistances cold, bludgeoning, piercing, and slashing

cold, bludgeoning, piercing, and slashing Damage Immunities bludgeoning, piercing, and slashing from non-magical attacks, poison

bludgeoning, piercing, and slashing from non-magical attacks, poison Condition Immunities charmed, frightened, poisoned

charmed, frightened, poisoned Senses truesight 120 ft., passive Perception 10

truesight 120 ft., passive Perception 10 Languages all

all Challenge 24 (62,000 XP)

Discorporation. When Vaprak drops to 0 hit points, its body and items are destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting. Vaprak's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells on itself, requiring no material components:

3/day each: heal (9th level)

1/day each: planeshift, teleport

Legendary Resistance (3/Day). If Vaprak fails a saving throw, it can choose to succeed instead.

Magic Resistance. Vaprak has advantage on saving throws against spells and other magical effects.

Magic Weapons. Halflings Bane is a +3 magical weapon (included in the attack).

Regeneration. Vaprak regains 20 Hit Points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. Vaprak makes 2 attacks with Halflings Bane.

Frenzied Multiattck. Once Vaprak is under half hitpoints it can make 5 claw attacks and 1 stomp attack.

Halflings Bane. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 41 (8d6 + 13) bludgeoning damage and small creatures take an extra 7 (2d6) bludgeoning damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (4d4 + 10) slashing damage.

Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 10) bludgeoning damage.

Sling. Ranged Weapon Attack: +14 to hit, range 30/120 ft., one target. Hit: 17 (4d4 + 1) bludgeoning damage.

Legendary Action

Vaprak 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. Vaprak regains spent legendary actions at the start of its turn.

Stomp. Vaprak makes a stomp attack.

Regenerate (Cost 2 Actions). Vaprak heals 20 (2d12 + 7) hit points.

Heal (Cost 3 Actions). Vaprak casts heal.