Zero, eye of equilibrium (5e Creature)

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<--Zero, eye of equilibrium-->[edit]

celestial, true neutral


Armor Class 30
Hit Points
Speed


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 130 (+60) 130 (+60) 130 (+60)

Skills Acrobatics Yes, Arcana Yes, Athletics Yes, History Yes, Insight Yes, Intimidation Yes, Sleight of Hand Yes, Stealth Yes
Senses Truesight ∞, passive Perception ∞
Languages All
Challenge 50 ( XP)


Omniproficient Zero is proficient in all skills, tools, and languages.

Natural Action Zero can take up to two actions in a turn. At the end of the two actions Zero can roll a d20 and take a third action if it achieved a Natural 20.

Obliterate Creatures killed by force damage dealt by zero leave no trace of a body behind, and can only be restored to life with a wish or true resurrection spell.

Dimensional Authority At the beginning of zero's turns, it can target a 10ft by 10ft area and create a hazard that deals 5d12 of the specified damage type at the beginning of the creature's turns. Zero cannot be damaged by these hazards.

Hyperdimensional. At the beginning of each of its turns, if the Zero has a speed greater than 0, it can choose its size: Medium, Large, Huge, Gargantuan or Colossal. If its new size encompasses other creatures, those creatures must make a DC 23 Dexterity saving throw. On a successful save, the creature can choose to be pushed back or to the side until it is no longer in the same space as zero. A creature that chooses not to be pushed, or cannot reach an unoccupied space, suffers the consequences of a failed saving throw. On a failed save, the creature takes 220 (4d10 × 10) force damage and is restrained. The creature remains restrained until it no longer occupies a space with zero , or until it escapes. To escape, the creature takes an action to make a DC 23 Strength check. On a success, the creature enters a space of its choice within 5 feet of zero . True Resurrection At the beginning of zero 's turns, it can resurrect a creature that previously died in battle with it. The resurrected creature is brought back with all it's memories, items, full hit points, and skills.

Legendary Resistance (5/day) When the Avatar fails a saving throw it can decide to succeed instead if the ability was used on it previously.

ACTIONS

Force Blast Ranged Spell Attack: +15 to hit, reach 200ft, one target. Hit: 72 (8d12 +12) force damage

Dimensional Rake Melee Weapon Attack: +15 to hit, reach 15 ft, one target. Hit: 20 (3d12 + 12) slashing damage and 20 (3d12 +12) force damage.


LEGENDARY ACTIONS

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

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