Gargantuan Fiend (Demon, Devil), Chaotic Evil
Armor Class 24 Natural Armor
Hit Points 500 (50d20)
Speed 60 ft., Climb 60 ft.
STR
22 (+6)
DEX
20 (+5)
CON
26 (+8)
INT
20 (+5)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws DEX +13, INT +13, WIS +13
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Poisoned
Senses Blindsight 120 ft.With Smells and Sounds, Passive Perception 21
Languages All Telepathy All Languages
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Shapechange. As an action, Apolothian can change forms to any other creature he knows or has seen. His stats remain the same, but his abilities are replaced by that of the form he takes.

Magic Weapons: Apolothian's attacks are considered magical when overcoming immunity or resistance to nonmagical attacks.

Magic Resistance.  Apolothian has advantage on saving throws against spells and other magical effects.

Summon Devils (3/Day): As an action, Apolothian can summon a Pit Fiend.

Summon Demons (3/Day): As an action, Apolothian can summon a Balor.

Summon Lycans (3/Day): As an action, Apolothian can summon 1d8 Werewolves.

Spellcasting. Apolothian is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Apolothian has the following spells prepared:
Cantrips (at will): Chill Touch, Eldritch Blast, Fire Bolt, Message, Poison Spray, Prestidigitation, Ray of Frost, Thaumaturgy, Toll the Dead
1st level (at will): Burning Hands, Catapult, Chaos Bolt, Charm Person, Command, Dissonant Whispers, Guiding Bolt, Hellish Rebuke, Identify, Inflict Wounds, Magic Missile, Ray of Sickness, Sleep, Thunderwave, Witch Bolt

2nd level (6 slots): Agannazzar's Scorcher, Dragon's Breath, Flame Blade, Heat Metal, Melf's Acid Arrow, Mind Spike, Scorching Ray, Shadow Blade, Shatter

3rd level (5 slots): Animate Dead, Bestow Curse, Call Lightning, Counterspell, Dispel Magic, Erupting Earth, Fireball, Lightning Bolt, Remove Curse, Sending, Speak with Dead, Summon Lesser Demons, Summon Undead, Vampiric Touch

4th level (5 slots): Blight, Charm Monster, Dominate Beast, Fire Shield, Polymorph, Storm Sphere, Summon Greater Demon, Wall of Fire

5th level (4 slots): Cloudkill, Cone of Cold, Destructive Wave, Dominate Person, Dream, Immolation, Negative Energy Flood, Synaptic Static

6th level (4 slots): Chain Lightning, Circle of Death, Create Undead, Harm, Summon Fiend, Wall of Ice

7th level (3 slots): Finger of Death, Fire Storm, Plane Shift, Power Word Pain

8th level (3 slots): Abi-Dalzim's Horrid Wilting, Clone, Demiplane, Dominate Monster, Earthquake, Incendiary Cloud, Maddening Darkness

9th level (2 slots): Blade of Disaster, Meteor Swarm, Psychic Scream, Power Word Kill 

Actions

Multiattack. Apolothian makes four attacks: two with his claws, staff, or sword, one with his bite, and one with his tail. 

Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 14 (2d6+8) slashing damage plus 18 (6d6) acid damage plus 18 (6d6) fire damage.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 32 (4d10+8) piercing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (4d8+8) bludgeoning damage.

Staff of Mephistopheles. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage plus 18 (4d8) cold damage plus 18 (4d8) fire damage.

Sword of Mephistopheles. Melee Weapon Attack: +17 reach 10ft, one target. Hit: 30 (4d8+10) Slashing Damage. Roll 1d4 and apply the corresponding Curse once per turn:

(1) Curse of Binding: The affected creature cannot Teleport, Plane Shift, or anything similar until the start of Apolothian's next turn.

(2) Curse of Disruption: The affected creature cannot cast spells higher than 6th level until the start of Apolothian's next turn.

(3) Curse of Lethargy: The affected creature's movement is reduced to zero until the start of Apolothian's next turn.

(4) Curse of Wilting: The affected creature takes an additional 2d10 damage from Apolothian's attacks this turn.

Teleport. Apolothian magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Acid Breath (Recharge 5-6). Apolothian exhales acid in a 10 ft. wide, 120 ft. line. Every creature in this line must succeed on a DC 25 Dexterity save or take 60 (12d8) acid damage, or half as much on a success.

Bonus Actions

Demonic Rage: Apolothian enters his Demonic Rage. While raging, Apolothian has immunity to nonmagical attacks. Additionally, his attacks deal +5 damage.

Misty Step: Apolothian can teleport up to 30 ft. to an unoccupied space he can see.

Trick Weapon: Apolothian can change the form of his weapon from a staff to a sword or vice versa.

Reactions

Retaliation: When a creature hits Apolothian with a melee attack, he can use his reaction to make one melee attack against that creature.

Sacrificial Pawn: When Apolothian takes damage, he can sacrifice one of his summoned creatures. The creature is destroyed and Apolothian takes half of the triggering damage.

Legendary Actions
 

Apolothian 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. Apolothian regains spent legendary actions at the start of his turn.

Teleport (Costs 1 Action). Apolothian uses his Teleport action. 

Hellish Arcanum  (Costs 2 Actions). Apolothian casts a spell from their Spellcasting list and if the spell deals damage it deals an extra 13 (2d12) fire damage on initial damage. 

Shapechange (Costs 2 Actions):
Apolothian uses his Shapechange ability.

Merciless Cold (Costs 3 Actions). An intense cloud of freezing winds appears centered on  Apolothian's current location and has a 30ft radius. Each creature who enters the cloud for the first time must make a DC 25 Constitution saving throw or be under the effects of the Slow spell until the cloud disperses, which is at the start of  Apolothian's next turn. 

Acid Breath (Costs 3 Actions): Apolothian exhales acid in a 10 ft. wide, 120 ft. line. Every creature in this line must succeed on a DC 25 Dexterity save or take 60 (12d8) acid damage, or half as much on a success.



Description

Apolotihan was originally the Guru (Born werewolf) hero of curse turned Villian who ascended to demon hood through the Lord of Lust, from there he was instrumental in many campaigns against the devils and the key to the fall of the archdukes and the nine hells being swallowed into the Abyss. Now that the hells were a part of the abyss, new demon lords were needed to harness the power of the nine hells, and for his might against the devil's campaigns Apollo, now Apolothian was given the power of Mephistopheles and his layer of hell. The Nine hells now settled into the abyss right under the 7 Demon Lords domains, were combined as a layer of power known as The Principality of The Abyss and its Demon Lords, The Lords of Principality. Apolothian became the demon lord of shapeshifters, the Darkside of Lycans who turn away from Gaia. Also known to be associated with Curses, Deceit, Chaos, and Discord. Apolothian can take on many forms but his true form is that of a Gargantuan Lycanthrope. He is bipedal, but is not hindered when he hunts on all fours. His claws are like razors, his teeth like knives, and he wields a sword crafted from stygian steel and the bones of those he has slaughtered. His eyes blaze a fiery orange, his ears stand upright, listening for danger, and he is only partially covered in fur. His head and shoulders, leading to his elbows, are decorated with gray-white fur, while his heels and parts of his feet showcase a blue-grey color. Similarly, his skin is greyish-blue throughout, except for his chest, where there can be seen a dark crimson tattoo, mimicking the appearance of a wound caused by three massive claws. Apolothian is the 15th Lord of The Principality, there are 16 Lords in total.  

Lair and Lair Actions

Apolothian dwells in the ice citadel of Mephistar, the 8th layer of the nine hells that was swallowed by the Abyss and became the 15th Principality of the Abyss, where he plots with Minerva and the other Lords to bring all realms under their control and to keep the nine hells as a part of the Abyss.

 

Lair Actions

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

  • Apolothian rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
  • Apolothian targets one creature he can see within 30 feet of himself. A crackling cord of negative energy magically tethers Apolothian to the target. Whenever Apolothian takes damage, the target must make a DC 28 Constitution saving throw. On a failed save, Apolothian takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round.
  • Apolothian evokes a freezing wind. This wind cascades at one creature he can see within 60 feet. The target must succeed on a DC 28 Constitution saving throw, taking 52 (15d6) cold damage on a failed save, or half as much damage on a success
     

    Regional Effects

    The region containing  Apolothian’s lair is warped by his magic, which creates the following effects:

    • When a creature hits a devil with a melee attack while within 1 mile of the lair, that creature takes 4 (1d8) cold damage plus 4 (1d8) fire damage.
    • Cantrips cast within 1 mile of his lair deal maximum damage instead of rolling damage.

    If  Apolothian dies, these effects fade over the course of 1d10 days. 

Monster Tags: DevilDemon Lord

LumosLuna

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