Gargantuan Celestial, Lawful Evil
Armor Class 30 Celestial Plate Armor
Hit Points 500 (500d20)
Speed 50 ft., Walk 35 ft., Climb 20 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws STR +12, DEX +11, CON +12, INT +11, WIS +10, CHA +12
Damage Vulnerabilities Psychic, Radiant
Damage Immunities Acid, Necrotic, Poison
Senses Darkvision, Truesight, Passive Perception 29
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Immortality. Apocalyptic is a god, therefore he does not age.
Legendary Resistance (5/day). 
When Apocalyptic fails a saving throw he can decide to succeed instead.
Alienic Weapons. 
Apocalyptic's weapon attacks are magical.
Magical Resistance. 
Apocalyptic has an advantage on saving throws against spells and other magical effects.
Regeneration. 
Apocalyptic regains 100 hit points at the start of his turn.
Spell Resistance. Apocalyptic has an advantage on saving throws against spells.

Spellcasting. Apocalyptic is an 8-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). Apocalyptic has the following necromancy spells prepared:
Cantrips (at will): Sapping Sting, Toll the Dead, Message, True Strike
1st level (1 slot): Ray of Sickness
2nd level (1 slot): Blindness/Deafness
3rd level (1 slot): Spirit Shroud
4th level (1 slot): Blight
5th level (1 slot): Enervation, Negative Energy Flood
6th level (2 slots): Eyebite, Soul Cage
7th level (2 slots): Tether Essence, Finger of Death
8th level (1 slot): Abi-Dalzim's Horrid Wilting

Actions

Deities Presence. Each creature of Apocalyptic’s choice that is within 240 feet of Apocalyptic and aware of him must succeed on a DC 26 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to Anubis' Frightful Presence for the next 24 hours.
Acidic Touch. Melee Weapon Attack: +4 to hit, reach 10ft. 1 target. Hit: (2d8+2) [Poison] damage.
Claws. Melee Weapon Attack: +2 to hit, reach 20ft, 1 target. Hit:(1d6+1)[Bludgeoning] damage


Longbow of Chaos. RangedWeapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 5 (2d8 + 6) piercing damage plus 2 (6d8) necrotic damage. If the target is a creature that has max hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Bonus Actions

Detect. Apocalyptic makes a Wisdom (Perception) check.

Reactions

Burrow. Burrow into any surface and become invincible to ranged attacks.
Plaguing Bugs. Casts Insect Plague, without having to concentrate on it, centered on the attacker.
Attack of Opportunity: When a hostile creature that Apocalyptic can see leaves your range, Apocalyptic may use one reaction to use a melee attack against the offending creature.

Legendary Actions

Apocalyptic can take 2legendary 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.

Deities Influence (2 Actions). This spell functions like a command except that up to two creatures. At the start of each commanded creature’s action after the first, it gets another Wisdom save to attempt to break free from the spell. Each creature must receive the same command.
Necrotic Breath (1 Action). Apocalyptic exhales an icy blast in a 20-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.

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

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Apocalyptic takes a lair action to cause one of the following effects; Apocalyptic can’t use the same effect two rounds in a row:

  • All enemies within 250ft must make a CON saving throw of a d20 or higher, if they fall they're both deafened, mute, and confused.
  • A green gas seeps into the room and enemies within 210ft of Apocalyptic must make a DC 24 DEX saving throw, or take 45 (6d12) points of poison damage, which ends upon Apocalyptic's next turn.

Regional Effects

The region containing a legendary Apocalyptic’s lair is in the Underdark, which creates one or more of the following effects:

  • Due to it being underground, the area is dimly lit
  • Evil characters within 1 mile of his lair only need to take a short rest, in order to gain the benefits of a long rest.
  • Due to necromancy being his preferred magic, undead creatures are drawn here.

If Apocalyptic dies, these effects fade over the course of 25d8 days.

Monster Tags: Devil

Amarok_134

Comments

Posts Quoted:
Reply
Clear All Quotes