Gargantuan Aberration, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 350 (25d20)
Speed 70 ft., Walk 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
17 (+3)
INT
24 (+7)
WIS
16 (+3)
CHA
17 (+3)
Damage Vulnerabilities Radiant
Damage Immunities Acid, Cold, Necrotic
Condition Immunities Charmed, Petrified, Poisoned
Senses Darkvision 60 ft, Tremorsense, Passive Perception 15
Languages All
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, causes the target to be grappled. Attack Action. 4d10 + STR mod

Stab: Apophis swipes his tail to stab with one of his spines. Attack Action. 3d8 + STR mod

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

The apophis can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The apophis regains spent legendary actions at the start of its turn.

Stare of the Void. The apophis sets is gaze on a creature it can see within 120 ft. The next attack the watched creature makes against the apophis before the end of the creature's next turn is made with disadvantage.

Tail Whip. The apophis violently slams its tail down on a point it can see with 20 ft. Creatures within 10 ft. of the point of impact must succeed on a DC 19 Strength saving throw or take 9 (2d8) bludgeoning damage and be knocked prone.

Mythic 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 3d8 cold damage as the party chills. Attack Action. This lasts until Apophis sustains 100 damage.

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalUnderdarkUnderwater

MaxosGoji

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