Gargantuan Beast, Any Evil Alignment
Armor Class 18 Natural armor
Hit Points 30 (4d20 + 3)
Speed 50 ft.
STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
30 (+10)
WIS
15 (+2)
CHA
5 (-3)
Saving Throws STR +12, DEX +11, CHA +5
Skills Intimidation +10
Damage Vulnerabilities Cold, Fire, Lightning, Piercing, Psychic, Radiant; Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Bludgeoning, Force, Slashing, Thunder, Bludgeoning from non magical attacks
Damage Immunities Necrotic, Poison, Slashing
Condition Immunities Charmed, Exhaustion, Invisible, Paralyzed, Petrified
Senses Tremorsense (Only works if eyes are closed), Passive Perception 14
Languages Celestial, Draconic, Infernal, Telepathy
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Sun Eater: Apophis has a resistance to any bludgeoning or piercing attacks, especially melee ones. Ranged attacks is the best way to hurt Apophis.

Divine Beast: Apophis cannot die by mortal means, but upon sustaining heavy injuries, can fall into a deep slumber.

Serpent Lord: Apophis, worshiped as a Deity of Serpents, commands any serpentine creature to obey him, and any Persuasion roll to a serpentine creature is given a +10.

Actions

Lunge: Apophis heaves his enormous body towards the group, sand splaying everywhere. He slithers rapidly, his teeth bared in a snarl, venom dripping. Movement Action, +40 ft to regular movement.

Bite: Apophis sinks his teeth into his prey, injecting a powerful, paralytic venom that slows reaction time. Attack Action. Player must make a Constitution Roll, and has -2 to every action for 3 rounds. -5 to Perception.

Constrict: Apophis coils around a prey, squeezing tighter and tighter to crush the oxygen, and life, out of them. Attack Action.

Solar Flame: Apophis channels the heat of the sun he craves, producing wild flames in an area 50-70 ft around him. Area of Effect Attack Action.

Exhalation: Apophis forms a ball of poisonous flame within his mouth, exhaling it as either a ball or a stream of toxic flames. Attack Action, deals damage over time if hit.

Stab: Apophis swipes his tail to stab with one of his spines. Attack Action.

Reactions

Hiss: Apophis lets out a guttural hiss, intimidating foes. Everyone must make a Wisdom Roll, or otherwise are Feared and loose one action for two rounds.

Legendary Actions

Consume the Sun: Apophis lunges upwards into the sky, snuffing the light of the sun out, enshrouding the area in total darkness, and dealing damage as the party chills. Attack Action. This lasts until Apophis sustains 100 damage.

Description

A great serpent, with scales as black as obsidian coils up. The thick, rippling scales flex in the sun, as ivory fangs are quickly masked by a flicker of pink. Great, beady eyes that burn with the fury of the sun look down, at least 27 miles below. The hood of the cobra like snake flexes, intricate patterns in scarlet red blooming, as a rattle shakes near the end of the serpents tail.

Lair and Lair Actions

The sweltering heat of the sun beams down upon the party, as wind sweeps the sandy dunes into their faces. As the party trudges deeper within the desert, they find skeletons strewn apart haphazardly. Further ahead, there are slowly decaying corpses, still warm and fresh with blood, splattered across the area. The dead skin of a serpent covers the area as well, huge and obscene.

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:

  • Apophis snarls, and a gust of wind pours heaps of sand upon the party, obscuring their sight. All members must make a Perception Check to see if they can still see.
  • Apophis burrows deep underground. All party members must make a Perception check to find where he is burrowing, detectable by minute changes in the sand.

Regional Effects

The region containing Apophis’ lair is dead and abandoned, which creates one or more of the following effects:

  • The vegetation, wildlife and natural resources are depleted, or otherwise contaminated.
  • Traders are less likely to work with the party if they know they've been in this area, or are heading there.

If Apophis dies, the second effect fades over the course of 7 days. The first effect fades over the course of 5 years.

Habitat: Desert

Cora_Mills

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