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Avanyu

Avanyu 1
Microsoft Designer (bing.com)

In the rich tapestry of Native American folklore, the Avanyu emerges as a revered guardian of water sources and a symbol of life’s essential elements. With its graceful curves and watchful presence, the Avanyu embodies the interconnectedness of nature and spirituality, blessing the land with the promise of rain, fertility, and prosperity. As a powerful emblem, its depiction on pottery and art serves as a cultural tribute to the enduring legacy of the Pueblo people and their harmonious relationship with the natural world.

The Avanyu is a majestic serpent-like creature, its sinuous form intricately carved or painted in vibrant hues. Scales, rendered in vivid patterns, adorn its sleek body, reflecting the symbolic connection to water and fertility. A pair of prominent horns crown its head, emphasizing its spiritual significance.


  • Avanyu 5e
  • Avanyu 3.5
Avanyu
Microsoft Designer (bing.com)

Large Celestial, Neutral

Armor Class 17 (Natural Armor)
Hit Points 120 (16d10 + 32)
Speed 40 ft., Swim 60 ft.

STRDEXCONINTWISCHA
18 (+4)16 (+3)14 (+2)10 (+0)18 (+4)20 (+5)

Skills Perception +8
Damage Resistances Cold
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 18
Languages Celestial, Aquan, Sylvan
Challenge 8 (3,900 XP)

Aquatic Guardian. It has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Avanyu’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: Control Water, Fog Cloud
  • 3/day each: Water Walk, Water Breathing, Control Weather
  • 1/day: Tsunami

Keen Smell. It has advantage on Wisdom (Perception) checks that rely on smell.

Water Glide. The Avanyu can move through water without impediment, and it does not provoke opportunity attacks when it swims out of an enemy’s reach.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 4) piercing damage.

Tail Slap. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Aqueous Blessing (Recharge 5-6). The Avanyu blesses a target within 30 feet, granting advantage on all saving throws for 1 minute.

Legendary Actions

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

Detect Magic. The Avanyu casts Detect Magic.

Aquatic Surge. The Avanyu uses its Water Walk spell.

Whirlpool (Costs 2 Actions). The Avanyu conjures a miniature whirlpool in a 15-foot radius centered on a point it can see within 60 feet. Each creature in that area must make a DC 16 Strength saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also pulled 10 feet toward the center of the whirlpool. If the creature is already prone, it is instead pushed 10 feet away from the center.

Max Frey (1874 – 1944) , Avanyu
Max Frey (1874 – 1944) , Öl auf Hartfaser, 70×70 cm, „Wasserfee und Prinz“, 1931

Awanyu is a guardian of water. A plumed serpent with curves suggestive of flowing water or the zig-zag of lightning covered with iridescent, crystalline scales and a single, large crystal in its forehead.

Awanyu are related to the feathered serpents Couatl.

An Avanyu is about 12 feet long It weighs about 1,800 pounds.
Avanyus speak Celestial, Common, and Draconic, and also have the power of telepathy (see below).


Avanyu
Large outsider (Native)
Hit Dice9d8+18+3 (61 hp)
Initiative+7 (+3 Dexterity, +4 Improved Initiative)
Speed20 ft. (4 squares), Climb 20 ft. (4 squares), Swim 60 ft. (12 squares)
Armor Class2o (-1 size, +3 Dexterity, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple+9/+17
AttackBite +12 melee (1d3+6 plus poison)
Full AttackBite +12 melee (1d3+6 plus poison)
Space/Reach10 ft./5 ft.
Special AttacksConstrict 2d8+6, improved grab, poison, breath weapon
Special QualitiesDarkvision 60 ft., ethereal jaunt, telepathy 90 ft.
SavesFort +8, Ref +9, Will +10
AbilitiesStrength 18, Dexterity 16, Constitution 14, Intelligence 17, Wisdom 19, Charisma 17
SkillsConcentration +14, Diplomacy +17, Climb +17, Knowledge (nature) +15, Knowledge (Arcana) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Swim +16, Use Magic Device +15 (+17 scrolls)
FeatsSkill Focus (Hide), Empower SpellEschew MaterialsB, ToughnessImproved Initiative
EnvironmentTemperate aquatic
OrganizationSolitary, pair, or group (3-6)
Challenge Rating10
TreasureStandard
AlignmentChaotic good
Advancement10-13 HD (Large); 14-27 HD (Huge)
Level Adjustment+7

COMBAT

An Avanyu uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a Avanyu usually casts spells from a distance before closing. If more than one Avanyu is involved, they discuss their strategy before a battle.

Constrict (Ex): Avanyu deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a Avanyu must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Strength, secondary damage 4d4 Strength.

The save DC is Constitution-based.

Psionics (Sp): At will-detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only).

Breath Weapon (Su) A line of lightning 4d8 DC (16)

Effective caster level 9th. The save DCs are Charisma-based.

Spells: An Avanyu casts spells as a 9th-level sorcerer.

It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a Avanyu, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/7/4; save DC 13 + spell level):

ethereal jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).

Telepathy (Su): Avanyu can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the Avanyu if it wishes-no common language is needed.

Skills: Avanyu has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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