Fire Form. Apocalypse can move through a space as narrow as 1 feet wide without squeezing. A creature that touches Apocalypse or hits him with a melee attack while within 10 feet of him takes 20 (4d8) fire damage (8d8 while bloodied). In addition, Apocalypse can enter a hostile creature's space and stop there. The first time he enters a creature's space on a turn, that creature takes 20 (4d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 20 (4d8) fire damage at the start of each of its turns.
Illumination. Apocalypse sheds bright light in a 50-foot radius and dim light in an additional 50 feet.
Legendary Resistance (3/Day). If Apocalypse fails a saving throw, he can choose to succeed instead.
melting stone. while burrowing, he leaves a molten tunnel 10ft/10ft after him, any creature touching the molten rock takes 10 (2d8) fire damage
Water Susceptibility. For every 5 feet Apocalypse moves in water, or for every gallon of water splashed on him, he takes 1 cold damage.
Bloodied explosion. when Apocalypse drops below half hit points (even if ii isn't his turn) he will burst out a explosion, every creature within 100 feet of Apocalypse must make 23 dexterity saving throw, or take 8d10 fire damage, half as much on a succesful one.
Multiattack. The elemental makes two touch or great hammer attacks.
Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 18 (3d10) fire damage at the start of each of its turns.
great hammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) bludgeonibg damage. the target takes 6 (1d10) fire damage If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (1d10) fire damage at the start of each of its turns.
fire ball. RangedWeapon Attack: +8 to hit, reach 80 ft., one target. Hit: 40 (8d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 20 (4d8) fire damage at the start of each of its turns.
The elemental 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. The elemental regains spent legendary actions at the start of his turn.
atttack. the elemental makes one touch or great hammer.
fireball (costs 2). the elemental makes one fire ball attack
Description
on the first day of christmas dnd gave to me, a raging firelord
Lair and Lair Actions
Apocalypse's lair
Apocalypse's lair is a duargar city in a vulcano, now gaurded by fire elementals, azer, salamander, and [Tooltip Not Found].
Lair Actions
On initiative count 20 (losing initiative ties), the firelord takes a lair action to cause one of the following effects; the firelord can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the firelord can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a Firelords lair is warped by the elemental power, which creates one or more of the following effects:
- Small earthquakes are common within 3 miles of the firelords lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- within 2 miles of the firelords lair dwellin creatures of elemental fire.
If the firelord dies, these effects fade over the course of 2d8 days.
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Posted Dec 26, 2018https://www.dndbeyond.com/monsters/213713-2-very-angry-dabbing-bears
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