**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)
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### 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.