Stench. If a creature begins its turn within 60 ft. of Aperato, they succeed on a dc 18 Constitution saving throw or be poisoned for one minute. If the creature succeeds, they are immune to this trait for 24 hours.
Spellcasting. Aperato is a 18th-level spellcaster. Its spellcasting ability is Strength (spell save DC 18, +12 to hit with spell attacks). Aperato has following spells prepared:
Cantrips (at will): Chill touch, Fire bolt, Spare the dying, Thaumaturgy
1st level (4 slots): Burning hands, False life, Inflict wounds, Ray of sickness
2nd level (3 slots): Blindness/deafness, Ray of enfeeblement, Continual flame
3rd level (3 slots): Animate dead, Fireball, Vampiric touch
4th level (3 slots): Blight, Death ward, Fire shield
5th level (3 slots): Flame strike, Hallow, Raise dead
6th level (1 slot): Create undead
7th level (1 slot): Finger of death
8th level (1 slot): Feeblemind
9th level (1 slot): Astral projection
Multiattack. Aperato makes two fist attacks and one bite attack.
Fist. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 46 (4d20 + 6) Bludgeoning damage plus 10 (2d10) necrotic damage and creature is grappled.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 92 (5d6 + 68) piercing damage plus 100 (10d20) necrotic damage.
When another creature takes a action, Aperato an take a legendary action.
Chill touch. Aperato casts the Chill touch cantrip.
Fist (Costs 2 Actions). Aperato uses its fist action.
Description
Aperato is the demon lord of primates and undeads. He appears to be a huge gorilla with a chain mail cloak and green fur. Also, instead of a face he has a skull.
Lair and Lair Actions
Aperato makes his lair wherever death is near.
Lair Actions
On initiative count 10 (losing initiative ties), Aperato takes a lair action to cause one of the following effects; Aperato can’t use the same effect two rounds in a row:
- Aperato summons 5 Ghouls or 20 Skeletons.
- Aperato displaces life within 50 ft., dealing 70 necrotic damage every 5 turns.
Regional Effects
The region containing Aperato’s lair is warped by death magic, which creates one or more of the following effects:
- When a necromancy spell is cast within five miles of Aperato's lair, the caster gains temporary hit points equal to twice the spells level.
- When a creature is reduced to zero hit points within one mile of Aperato's lair, the turn into a Undead creature of the same challenge rating or level.
- All plants within five miles of Aperato's lair shrivel up and die
If Aperato dies, these effects fade over the course of 5d20 days.
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Posted Oct 23, 2020All of your creatures would make EXCELLENT boss monsters!