Huge Fiend, Chaotic Evil
Armor Class 18 Natural armor
Hit Points 220 (17d20 + 50)
Speed 60 ft., Climb 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
20 (+5)
WIS
8 (-1)
CHA
24 (+7)
Saving Throws CON +9, INT +9, CHA +11
Skills Arcana +9, Deception +11, History +9, Intimidation +11
Damage Vulnerabilities Necrotic, Radiant
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Frightened, Poisoned, Unconscious
Senses Darkvision 120ft, Tremorsense 120ft, Truesight 90ft, Passive Perception 16
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Anarchy Arcanum. Anytime they cast a spell they must roll 1d10 as well. If they roll a 1 on the 1d10, an effect will be rolled on the wild magic table.  

Spellcasting. Its spellcasting ability is Charisma(spell save DC 19, +11 to hit with spell attacks). The Apophone has the following spells prepared:

Cantrips (at will): Thaumaturgy, Prestidigitation, Mind Sliver, Control Flames, Mold Earth, Shape Water, Gust, Infestation, Shocking Grasp

1st level (5 slots): Dissonant Whispers, Hideous Laughter, Chaos Bolt, Chromatic Orb, Catapult, Earth Tremor, Hex, Ice Knife, Hellish Rebuke, Witch Bolt, Thunderwave

2nd level (4 slots): Acid Arrow, Blur, Alter Self, Darkness, Flaming Sphere, Mind Spike, Scorching Ray, Shatter, Silence, Spike Growth 

3rd level (3 slots):  Fear, Call Lightning, Dispel Magic, Erupting Earth, Fire Ball, Gaseous Form, Hunger of Hadar,  Summon Lesser Demon, Counterspell

4th level (2 slots): Banishment, Black Tentacles, Conjure Minor Elementals, Death Ward, Fabricate, Elemental Bane, Giant Insect, Polymorph, Summon Abberation, Summon Greater Demon, 

5th level (1 slot): Banishing Smite, Cloudkill, Cone of Cold, Conjure Elemental, Conjure Volley, Contagion, Destructive Wave, Control Winds, Maelstrom, Telekinesis, 

6th level (1 slot): Bones of the Earth, Circle of Death, Chain Lightning, Disintegrate, Flesh to Stone, Harm, Move Earth, Primordial Ward, Summon Fiend, 

Actions

Decay. Ranged Attack: +8 to hit, ranged 60/120 ft., one target. Hit:  5(1d8) acid and 5(1d8) necrotic damage.

Pincer. Melee Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11(2d10) piercing damage and 7.5(3d4) acid damage. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

An avatar of the god of wilderness, madness, and alcohol. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2020 7:31:36 PM
3
1
1
Coming Soon
11/29/2020 7:38:38 PM
4
1
2
Coming Soon
11/30/2020 1:13:42 AM
3
1
3
Coming Soon
11/30/2020 2:46:17 AM
1
1
1
Coming Soon

Habitat: Desert

Hylock25

Comments

Posts Quoted:
Reply
Clear All Quotes