Legendary Resistance (3/Day). If Apollo fails a saving throw, it can choose to succeed instead.
Divine Awareness. Apollo knows if he hears a lie.
Magic Resistance. Apollo has advantage on saving throws against spells and other magic effects.
Legendary Resistance (5/Day). If Apollo fails a Saving Throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Apollo is immune to spells of 6th level or lower. he has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Apollo’s weapon attacks are magical.
Regeneration. Apollo regains 30 Hit Points at the start of his turn.
Spellcasting. Apollo is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying,
1st level (4 slots): cure wounds, sanctuary, protection from evil and good, bless
2nd level (3 slots): calm emotions, lesser restoration
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, death ward, divination
5th level (3 slots): greater restoration, mass cure wounds, scrying
6th level (2 slots): word of recall, heal
7th level (1 slots): divine word
8th level (1 slot): holy aura
9th level (1 slot): true resurrection
Multiattack. Apollo can use his Celestial Presence. he then makes three attacks: two with his Bow, and one with his Fist.
Bow of Light. Ranged Weapon Attack: +19 to Hit, Reach 100ft., Multiple targets. Hit: 48 (4d10 +10) Piercing Damage
Fist. Melee Weapon Attack: +19 to Hit, Reach 10ft., one target. Hit: 28 (4d8 +10) Bludgeoning Damage
Celestial Presence. Each creature of Apollo’s choice that is within 240 feet of Apollo and aware of him must succeed on a DC 26 Wisdom Saving Throw or become petrified 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 Apollo’s Celestial Presence for the next 24 hours.
Multiple Reactions. Apollo can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent Legendary Actions is spent.
Apollo can take 5 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. Apollo regains spent Legendary Actions at the start of his turn.
SuperSonic Arrow:(Costs 2 Actions).When Apollo releases an arrow it flies at an extremely high speed making a high pitch noise in a 120 foot line that is 15 feet wide. Each creature in that line must make a DC 27 Dexterity Saving Throw, taking 53 (7d10+12) Piercing Damage on a failed save, creatures go deaf if hit.On a successful one, creatures go deaf for 3 turns.
Bring forth the Light:(Costs 2 Actions). From Apollos hand emits pure light in a 200 foot cone. Each creature in that area must make a DC 25 Wisdom Saving Throw, taking 72 (16d8) Radiant Damage and blindness for 5 turns on a failed save, or half as much damage on a successful one. If creature is light sensitive than they turn to ash.
Description
He is depicted as handsome, beardless youth with long hair and attributes such as a wreath and branch of laurel, bow and quiver of arrows, raven, and lyre.
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