You call to your patron or deity, and it appears in the form of a powerful avatar. Calling the avatar requires special incense and an offering Appropriate to the patron called (the nature of this offering is determined by the GM). The avatar speaks Common and will fulfill your requests to the best of its ability, but it acts entirely of its own free will. As this creature is a physical manifestation of your patron or deity itself, a summoner who does not show the avatar due respect, or who casts this spell without dire need, may be punished severely.
You do not have to be a follower of a patron or deity to call upon its avatar, but appeasing an unknown avatar may prove difficult (or even deadly) for non-followers.
The avatar can take on the form of any creature it desires, though a warlock’s patron will generally take the form of a similar creature (fey for the Archfey, demons or devils for the Fiend, and aberrations and monstrosities for the Great Old One). You may suggest a particular form during the casting, but the final decision is made by the DM.
But regardless of its form, each patron avatar has the following features:
- CR 15 Huge creature
- 24 in all ability scores
- 150 hit points, 20 AC, and its natural attacks are treated as magical
- Resistance to all damage
- Advantage on all saving throws and may choose to automatically succeed on a failed save (3/day)
- Immune to charmed, poisoned, paralyzed, and petrified conditions
- The avatar retains any additional resistances or immunities from its base creature type
Wardens of the Wild. Copyright, 2015 Total Party Kill Games. Author(s): PJ Harn and Brian Berg.