I kinow yall made the rules and all... but I must post what I think should be changed... compare this to yours and see if it makes sense...
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0-1 Avatar of the Bloody Handed God
Cost WS BS S T W I A Ld Sv
140 10 0 6 6 4 5 4 10 5+ (invulnerable)
Weapons: Wailing Doom (see below)
>> The Wailing Doom is not only part of the actual weapon carried by Khaine, but has remarkable powers that present themselves in many different instances, usually depending on the Craftworld. In HtH, the Wailing Doom ignores ANY invulnerable save endowed by wargear (ie. rosarius), but does NOT ignore natural invulnerable saves (ie. Ctan's, Assassin's saves). Also, when the Avatar wins a round of CC, the enemy MUST take a morale check... but with a -2 Ld penalty (the WAILING doom). Psykers in CC with the Avatar instead take a -4 penalty, and will automatically suffer an attack from the warp if they fail a psychic test (as if they'd rolled a 2 or 12). In addition, the Wailing Doom may select an additional ability from the below list at the points cost indicated;
Astral Winds (+30 pts): The Avatar is surrounded by vicious winds that seem to defend the Avatar from attack. In HtH, any enemy models must roll a 5+ to hit the Avatar, regardless of WS. When the target of a shooting attack, the Avatar's save is increased by +1 (4+ inv).
Blood Frenzy (+15 pts): The Avatar gets the taste of blood and carnage from his many victories in HtH. When the Avatar wins a round of CC and the enemy unit fails their morale test (fall back!). The Avatar MUST advance 3d6." This advance must ALWAYS occur, as the Avatar is almost incapable of controlling itself from charging the enemy, until the last man standing.
Wings of Light (+25 pts): The Avatar appears to have silvery, glowing wings. The Avatar may now move 12" in the movement phase. It will also advance 3d6" and counts as having a Jetpack. The Avatar will not, though, have to test for difficult terrain. The glow of the wings clearly makes the Avatar stand out against other units and floats above the ground as if a phantom of sorts. Line of sight to the Avatar is only ever blocked by vehicles and CC's.
Special Rules:
Fearless: Same as rule.
Monstrous Creature: Same as rule.
Inspriring: Same as Codex: Eldar.
Daemon: The Avatar is a Daemon and will be affected by weapons and powers that target daemons specifically. Also, the Avatr must be summoned by an Eldar psyker in order to enter play. Follow the rules for summoning daemons as in Codex: Chaos or the main rulebook.
Hopes & Dreams: The Avatar is the center-figure for many Eldar warriors and is a great sight and inspiration for those warriors. But also, when it is defeated, the Eldar become fearful for their lives as the foe that can defeat the Avatar must be a mighty-one indeed. When the Avatar is killed, EVERY Eldar unit must take a Ld test (Fearless models do not have to test for it), with a -1 modifier. If they fail, they must fall back towards their table edge. After the Fall Back, all of the units will automatically regroup (The Eldar are terrified, but know that the Avatar will return again another day). The Eldar do not have to test again in subsequent turns, but the Avatar is removed as normal and if any model would run off the table edge, they instead stop and regroup.
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These are what I think would be good, but your rules are very similar and I think either would work... thanx!