Angelic Weapons. Appolyon's weapon attacks are magical. When Appolyon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. Appolyon's spellcasting ability is Charisma (spell save DC 22). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead, animate dead, wrathful smite, searing smite
Magic Resistance. Appolyon has advantage on saving throws against spells and other magical effects.
Legendary Resistance (1/Day in This Form). If Appolyon fails a saving throw, she can choose to succeed instead.
Multiattack. Appolyon makes two melee attacks.
Warhammer. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 7) bludgeoning damage plus 18 (4d8) radiant damage.
Healing Touch (3/Day). Appolyon touches another creature. The target magically regains 33 (6d8 + 6) hit points and is freed from any curse, disease, poison, blindness, or deafness
Appolyon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Appolyon regains spent legendary actions at the start of its turn.
Heal Self. Appolyon magically regains 11 (2d8 + 2) hit points.
Longsword Attack (Costs 2 Actions). Appolyon makes one warhammer attack.
Searing Burst (Costs 2 Actions). Appolyon emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Appolyon remains in the old chambers of Okkaez the death knight, having defeated him in battle, and now growing deeper into the evil that he once sought to destroy.
Lair Actions
On initiative count 20 (losing initiative ties), the Appolyon takes a lair action to cause one of the following effects; the Appolyon can’t use the same effect two rounds in a row:
- Blinding magical light springs from Appolyon's eyes until initiative count 21 on the next round. If a creature starts its turn within 120 feet of Appolyon and the two of them can see each other, Appolyon can force the creature to make a DC 21 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic.
- Blood flows from Appolyon's eyes until initiative count 20 on the next round. No creature within 120 feet of Appolyon can regain hit points until the effect ends.
- Appolyon commands each statue to burst with radiant nergy. Each creature within 10 feet of a statue must succeed on a DC 21 Constitution saving throw or take 2d6 radiant damage.
Regional Effects
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
- Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly necrotic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of deathly sludge, which is slick and sticks to anything that touches it.
If Appolyon dies, these effects fade over the course of 1d6 days.
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