Avatar of the Hollow Sun

large elemental (radiant fire), chaotic neutral

D&D 5.5 / SRD 5.2

Challenge 11 (7,200 XP)

Available with DM subscription
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
10
WIS
14 (+2)
CHA
16 (+3)

Defense

Armor Class
17 (natural armor)
Hit Points
187 (18d10+88 +4)
Speed
fly 40 ft., (hover)

Proficiencies & Senses

Saving Throws constitution, wisdom
Skills
Perception +6, Persuasion +7, Intimidation +7
Senses
darkvision 60 ft.
blindsight 30 ft.
passive Perception 16

Characteristics

Damage Vulnerabilities
cold
Damage Resistances
bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities
fire, radiant
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Languages Primordial (Ignan), Common, understands all languages but doesn't speak

Traits and Actions

Radiant Body

Trait
Saving Throw Custom
Fire Damage Custom
At the start of each of the avatar's turns, each creature within 10 feet of it must make a DC 17 Constitution saving throw, taking 11 (2d10) fire damage on a failure or half as much on a success. A creature that ends its turn in contact with the avatar (such as grappling) takes 11 fire damage.

Mad Wisdom

Trait
Advantage Custom
The avatar has advantage on saving throws against illusion and enchantment spells. Moreover, a creature that speaks of rain or fresh water within 30 feet of the avatar for a full action causes it to regain 10 hit points and become (if it is an ally) able to act normally.

Searing Touch

Action
Saving Throw Custom
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) fire damage. The target must succeed on a DC 16 Constitution saving throw or be unable to take reactions until the start of the avatar's next turn.

Desiccating Breath

Action
Cone Area Custom
Recharge Custom
Recharge 5-6: The avatar exhales a 30-foot cone of scorching air. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) fire damage on a failure or half on a success. This breath destroys all nonmagical liquids and moisture in the area, including water, potion if any or oil, and can cause lingering fatigue.

Radiant Shift

Action
Teleport Custom
The avatar teleports up to 30 feet to an unoccupied space it can see. The space is outlined in shimmering heat for 1 round, and the air around it bursts, dealing 3 (1d6) radiant damage to each creature within 5 feet of the departure and arrival point.

Glare

Action
Frightened Custom
The avatar focuses its cracked gaze on a single target it can see within 60 feet. The target must make a DC 16 Wisdom saving throw or be frightened of the avatar for 1 minute. At the end of each of its turns, the frightened target can make the saving throw again, ending the effect on a success.

Flare of Despair

Reaction
Blinded Custom
When reduced to 20 hit points or fewer, the avatar fires a burst of radiant energy. Each creature within 15 feet must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant damage on a failure or half on a success. If a creature fails by 5 or more, it is blinded until the start of its next turn.

Running the encounter

Combat Behavior

Tactics

  • Hover at maximum range, strike with Searing Touch
  • Use Desiccating Breath against clustered

Combat Style

Aggressive but aloof, disincl towards close combat unless forced

Morale

Shows no fear until reduced below 20 hp, then flares

Appearance & presence

Monster Description

The Avatar of the Hollow Sun appears as a broad, shimmering column of ember-orange flame that hangs ten feet above the ground, its edges cracking and sighing with each flicker. Within a mirage-like corona, a great human face slowly turns inside the fire, as if projected upon a sun of old bone. The visage is cracked from brow to chin, fissures glowing a faint, mournful white that does not illuminate.

Its mouth opens wider than a human jaw, but it only breathes dry gusts that smell of scorched stone and hot paper. The Avatar is a being of heatbeats and swaying heatshimmer, its lower half tapering into the swirling dust of the Heart of Dust. When it moves, it does not walk, but drifts with a slow, ominous grace. Each deliberate step of its giant, ghost-like legs leaves a curling scorch mark, but if it is harried, it will flare its whole crown, radiating a blinding burst.

Outbreaks of ash circle around it, constantly rising grains of sand catch in the column, their trails spiraling upward. A low, harmonic hum vibrates from the creature, not a voice, but a constant air that makes one’s teeth ache. Its expression is a wrung mask of weariness, and if it sees rain, however far away, its eyes seem to flicker as if remembering a dream.

Instincts & motives

Monster behavior

The Avatar does not initiate combat in a calculated way. It is insane, chained to its anger, but it still responds to the presence of violence. It immediately glares and strains with intense heat against creatures attacking it, giving priority to the nearest moving thing, its sole aim to incinerate fluid. It will use its Desiccating Breath on dense groups, but if a child cries, or if one of its own fragments sparks, its ire often turns.

Yet, it barely registers when hit, and if a character deliberately offers clear water, even a handful, it pauses and facedown extinguishes its breath, mumbling a litany of drought tears. This is the one state it can be reached. When its memory of the rain spirit surfaces, it curls its burning hands inward, searching, and it can forget its enemies. If it is angered mid-recollection, it does not return to sanity but becomes more destructive, even accidental.

It will pursue a retreating party, but if it sees rainclouds or a bucket of water, it will spread its arms in a desperate attempt to absorb, giving allies the moment to escape.

Habitat & life cycle

Ecology

The Avatar inhabits a sun-bleached, spirit-shell, a place where a once blooming. Dried pollen and sun-cracked earth surround the Heart where it is bound. It does not feed in any traditional corporal sense but draws on the residual warmth and desperation of the lands it sears. Its being is required for the rule of the dry season and in the Verdant Vale’s balance; a season of hellfire that brings certain bounty from a world life, but this being forgets that purpose.

Its existence is cyclical; a spirit of growth and warmth caught in an inner repeating day, it cannot shed its type of anger. No young--it is a synthesis, not a species. Within its curve, it is not of nature but of magic; it is a sentient typhoon of drought kept bound in a spirit’s core, once a thousand dry spells that answered the grandfather’s price. Its only interaction is with the soil; it leaves ash where it rests, fertile among the burned land.

Origins & legends

History

Long ago, before the Vale was cut by empires, a spirit of dry heat kept the fields of the first ever in balance with an income of rainmats. In a time of poor rains, they provoked that spirit into a drought that went too far, and the entity spiraled into a state that tore the community. The archpriests bound the spirit to the very Tower of the Heart, and its body was buried deep in the sun-capped road.

Ages later, when the Vale decayed, a coven of overeager cults turned the Heart, risking its old curse. The spirit did not take shape as a god of fire; it only knew its own denial, cracked into a suffering avatar. The Avatar is an organic echo of that long-gone grief: it burns without yearning, walking in respect of its old name, and does not wish to destroy, but rather to be heard.

Whispers say a drop of that rain, saved in a tiny vial, is the only means to help it to die, but it is hidden in a tomb of the last Rainmaker.

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