**Avatar of Pandorym** _Large Aberration (Eldritch Horror), Chaotic Evil_ **Armor Class:** 18 (Natural Armor) **Hit Points:** 200 (16d10 + 112) **Speed:** 30 ft., fly 30 ft. (hover) |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |22 (+6)|14 (+2)|24 (+7)|18 (+4)|20 (+5)|22 (+6)| **Saving Throws:** Int +9, Wis +10, Cha +11 **Skills:** Arcana +9, Perception +10, Insight +10 **Damage Resistances:** Cold, Fire, Lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities:** Psychic **Condition Immunities:** Charmed, Frightened, Petrified **Senses:** Darkvision 120 ft., Truesight 60 ft., Passive Perception 20 **Languages:** All, Telepathy 120 ft. **Challenge Rating:** 14 (11,500 XP) --- ### Actions **Multiattack.** The Avatar of Pandorym makes two Eldritch Slam attacks and uses Psychic Wave if available. **Eldritch Slam.** _Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 18 (3d8 + 6) force damage plus 10 (3d6) psychic damage. **Psychic Wave (Recharge 5-6).** The Avatar unleashes psychic energy in a 30-foot cone. Each creature in the area must make a DC 18 Wisdom saving throw, taking 35 (10d6) psychic damage and becoming stunned until the end of its next turn on a failed save, or half damage and no stun on a successful one. **Warp Reality (1/day).** The Avatar distorts reality around it. Each creature within 30 feet must succeed on a DC 18 Charisma saving throw or be teleported to a random location within 60 feet, taking 22 (4d10) force damage. ### Legendary Actions The Avatar of Pandorym 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 regains spent legendary actions at the start of its turn. - **Move.** The Avatar moves up to half its speed without provoking opportunity attacks. - **Eldritch Slam.** The Avatar makes one Eldritch Slam attack. - **Mind Rend (Costs 2 Actions).** One creature within 60 feet must succeed on a DC 18 Intelligence saving throw or take 27 (5d10) psychic damage and become incapacitated until the end of its next turn.