Legendary Resistance (3/Day). If Apocalypse fails a saving throw, it can choose to succeed instead.
Flyby: Apocalypse doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Energy Absorbtion. When a creature dies 10 ft. Near Apocalypse, Apocalypse gains 20 hit points and the creature cannot be resurrected
Absolute Power. Apocalypse critical attacks deal triple damage.
Commander of the Cosmic Powers. Apocalypse can command other heralds to do his bidding. Apocalypse can turn creature it absorbs into heralds.
Time Mastery. Apocalypse can move through stopped time.
Multiattack. Apocalypse makes 4 punch attacks.
Punch. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 10) bludgeoning damage.
Dark Rays. Apocalypse creates brilliant, near-blinding rays of black light or demonic-looking golden-dark light. Every creature that sees Apocalypse must succeed a wisdom saving throw of 26 or higher or be blinded. The creatures also make a strength saving throw of 20 or higher or fall prone. The creatures must also make a constitution saving throw of 16 or higher or be stunned. This attack clears weather effects and give every creatures that are enemy to the Heralds disadvantage on their attack roll.
Omega Beam (Recharge 5–6). Apocalypse fires a laser beam to two creatures and deal (4d10+10).
Time Explosion. All creatures in the continent must make a Strength, Dexterity or Wisdom throw of 25 or be dealt 200 fire damage. This attack ignores Resistances and immunities.
Apocalypse has 5 reactions.
Dark Barrier. Apocalypse absorbs 100 points of damage for 2 turns and cannot be moved. This reaction takes 2 reactions to activate.
Test of Strength. Apocalypse does an athletic check against a target creature. If Apocalypse succeeds the grapple check he also stuns the target
Apocalypse can take 3 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. Apocalypse regains spent legendary actions at the start of its turn.
Detect. Apocalypse makes a Wisdom (Perception) check.
Critical Over. Apocalypse attacks with a punch, if hit with this legendary action, the punch counts as a critical hit.
Blast of Darkness. Apocalypse kicks the ground jumps. Each creature within 25 feet of Apocalypse must succeed on a DC 25 Dexterity saving throw or take 46 (5d10 + 10) thunder damage and be knocked prone. Apocalypse can then jump to any location he can see.
Description
"Apocalypse" is a creature of extreme power and intellect that can harness the power of the sand demon to do incredible feats of power. Apocalypse is the commander of the Heralds, a horde of powerful individuals that serve the Sand Demon. While there are 1000 heralds "Apocalypse" is the strongest of them all.
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