Always strike first. Apollyon has advantage on initiative rolls.
Unbreakable Will. Apollyon can't be frightened.
Forceful Will. As a bonus action, Apollyon can forcibly end the charmed and frightened conditions on each creature of her choice that she can see within 30 feet of her.
Unwilling to Die(1/Day). When Apollyon takes damage that reduces her to 0 hit points and doesn’t kill her outright, she can use her reaction to gain 1 hit point, and can immediately take an extra turn, interrupting the current.
Multiattack. Apollyon makes three melee attacks or two ranged attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Menacing Attack. When Apollyon hit's a creature with a melee weapon attack, she can attempt to frighten the target. The target must make a Wisdom saving throw (DC 18). On a failed save, it is frightened of Apollyon until the end of her next turn. On a successful save, the creature is immune to this effect for 24 hours.
Parry. Apollyon adds 4 to her AC against one melee attack that would hit her. To do so, Apollyon must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses Apollyon with a melee attack, she can use her reaction and make a melee weapon attack against the creature.
Apollyon 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. Apollyon regains spent legendary actions at the start of its turn.
Attack. Apollyon makes one weapon attack.
Antimagic Claw (3 Actions) Apollyon attempts to reach for a creature within 5 ft with her Antimagic Claw, the creature must make a dexterity saving throw (DC20) or loses the ability to cast spells for 1d4+1 rounds.
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