Legendary Resistance (3/day). If Arceus fails a saving throw, it can choose to succeed instead.
Multitype. Arceus begins any combat encounter with 5 charges. It can expend two of these charges to change an attack's damage type. It regains one charge at the beginning of its turn.
Judgement. All attacks deal 2d6 extra radiant damage to any creature with an evil alignment.
Punishment. Any creature with buffs from a spell will suffer disadvantage on attack rolls.
Pressure. Any creature that starts its turn within 60 ft. of Arceus has disadvantage on Wisdom related rolls.
Magic Resistance. Arceus has advantage on saving throws against spells and other magical effects.
Gravity (2/day). Arceus can take a bonus action to increase the gravity within a 50 ft. diameter of itself. This prevents creatures from flying and any creature already in the air will fall and take 1d6 bludgeoning damage for every 5 ft. it was above the ground. Also, any nonmagical ranged attacks will have disadvantage.
Spacial Rend (2/day). Arceus can take a bonus action to create a point that drags creatures towards it 5 feet every turn. The creature must make a DC 17 Dexterity saving throw to escape the rend. Once the creature touches that point, it disappears and the creature takes 2d6 Force damage and is knocked prone.
Roar of Time (2/day). Arceus can take a bonus action to create a loud, earsplitting roar that, when used, can take a creature or object back to where it was 1 minute ago. This also changes the creatures HP, spell slots, etc. back to what they were a minute ago.
Shadow Force (2/day). Arceus can take a bonus action to travel to the Ethereal plane for up to 2 minutes. Once this time is up, Arceus can choose a specific point to return to.
Slash. Action Melee Attack: +3 to hit, reach 5 ft., 1 target. Hit: 8 (2d8 + 1) Slashing damage.
Thunderbolt. Action Ranged Attack: +5 to hit, reach 50-100 ft., 1 target. Hit: 12 (3d8 + 2) Lightning damage. 1 in 10 chance of paralyzing the target for 1d4 of its turns.
Ice Beam. Action Ranged Attack: +5 to hit, reach 100-150 ft., 1 target. Hit: 10 (3d6 + 3) Cold damage. 1 in 10 chance of exhausting the target for 1d4 of its turns.
Flamethrower. Action Ranged Attack: +5 to hit, reach 25-50 ft., 1 target. Hit: 10 (3d6 + 2) Fire damage. 1 in 10 chance of burning the target, giving it vulnerability to fire and bludgeoning damage for 1d6 of its turns. However, this condition can be remedied with water.
Giga Drain. Action Ranged Attack: +5 to hit, reach 25-50 ft., 1 target. Hit: 12 (3d8 + 2) Radiant damage. Heals Arceus for 2d6 HP
Hyper Voice. Action Ranged Attack: +5 to hit, reach 50-100 ft., 3 targets. Hit: 12 (3d8 + 2) Thunder damage. 1 in 10 chance of deafening the target for 1d4 of its turns.
Earth Power. Action Melee Attack: +5 to hit, reach 50 ft., 2 targets. Hit: 14 (3d8 + 4) Bludgeoning damage. 1 in 10 chance of knocking the target prone for 1d4 of its turns.
Shadow Ball. Action Ranged Attack: +5 to hit, reach 50-100 ft., 1 target. Hit: 12 (3d8 + 2) Necrotic damage. 1 in 10 chance of Blinding the target for 1d4 of its turns.
Psychic. Action Ranged Attack: +5 to hit, reach 25-50 ft., 1 target. Hit: 12 (3d8 + 2) Psychic damage. 1 in 10 chance of charming the target for 1d4 of its turns.
Toxic. Arceus shoots an orb of poisonous gas at a single target. The target then must make a DC 16 Constitution saving throw or be poisoned for 1d6 of their turns as well as taking 1d6 poison damage at the start of its next turn.
Protect. Arceus uses its godly powers to increase its AC by 1. This stacks up to 3 times
Recover (Recharge 5-6). Arceus heals itself for 30 hit points.
Refresh (Recharge 5-6). Arceus completely rids itself of a status condition.
Hyper Beam (Recharge 6). Arceus blasts a single target with a harsh beam of compacted light. The target must make a DC 16 Con. or Dex. saving throw. On a failed save, the target takes 5d12 + 5 Radiant damage and is blinded for 1d4 minutes. On a successful save, the target takes half as much in Force damage and is only blinded for 1 minute.
Draco Meteor (Recharge 6). Arceus summons a 5 foot wide meteor (with 1d4 other 1 ft. wide meteors surrounding it 5 ft. away) fueled by draconic energy to come shooting down from the sky above. Any creature hit by this must make a DC 17 Constitution saving throw. On a failed save, the creature takes 7d8 Force damage and is inflicted with a Draconic Burn, a condition that gives the creature disadvantage on Dex., Con., and Str. related rolls and vulnerability to fire and bludgeoning damage that cannot be put out with water, for 1d4 of their turns. On a successful save, however, this creature only takes half damage and is not burned.
Opportunity Attack. Arceus makes an attack against a creature attempting to leave its melee range.
You can take 3 legendary action(s), 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. You regain spent legendary actions at the start of your turn.
Attack (Costs 1 action). Arceus makes a Slash attack.
Detect (Costs 1 action). Arceus makes a Perception check to see if there are any creatures around it.
Cosmic Power (Costs 2 actions). Arceus can choose 2 damage types to resist for the next minute.
Godly Visage (Costs 2 actions). Arceus shines its godly light upon another creature, causing it to become charmed and become vulnerable to radiant damage for the next minute.
Description
Arceus is a white, equine creature with a gray underside and a long mane that juts away from its head. Its four pointed feet are tipped with gold hooves. It has a golden, crosslike wheel surrounding its body that glows every color when in battle. It is said to be "The Original One", hatching from an egg that came from nothing, shaping the material plane with its one thousand arms.
Lair and Lair Actions
Arceus' lair, towering high atop a mountain, is the Spear Pillar. An area with old, broken pillars jutting up from the ground. There is a large, darkened, 5 foot deep hole in the ground, seeming to have come from an event that happened a long time ago.
Lair Actions
On initiative count 16 (losing initiative ties), you may take a lair action to trigger one of the following effects. You can't use the same effect two rounds in a row.
Power of the Ancients. Arceus uses its ancient, primordial power to give itself an immense boost for one minute. It gains advantage on all ability checks, saving throws, and attack recharge rolls, resistance to one type of damage of its choice, a 50% speed increase, +3 to each of its stats, and 1d8 extra Radiant damage to its attacks.
Judgement of the Gods. Arceus stares into the target's soul, judging every action it has ever made. The target must make a DC 18 Wisdom saving throw. On a failed save, the target takes the damage of their own strongest attack +2d6 Radiant damage (for example, if a fighter's strongest attack is a greatsword, they would take 2d6 Slashing damage as well as 2d6 Radiant damage.) However, Arceus can willingly change the damage type of the attack. The target is also petrified for 1 minute. On a successful save, the target won't become petrified.
Shadows of Space and Time. Arceus calls forth its children to bombard up to 3 targets with 12d4 force damage. This attack will hit no matter where the targets are in comparison to Arceus. This attack will also restrain and give one level of exhaustion to one of the targets as well as spread a magical darkness that cannot be dispelled in a circular area with a 100 ft. diameter for 1 minute.
Pillar Spear. Arceus causes a giant, 10 foot wide pillar to emerge from the ground underneath a certain point within 50 ft. of it. Any creature above this pillar will be forced to make a DC 15 Dexterity saving throw, taking 4d12 Bludgeoning damage and be propelled 50 feet into the air on top of the pillar on a failed save, while taking half as much damage and being pushed 15 feet to the side on a successful save.
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