Spellcasting. The Aapticon is an 8th-level spellcaster. Its spellcasting ability is constitution (spell save DC 24, +15 to hit with spell attacks). The Aapticon has the following necromancy spells prepared:
Cantrips (at will): Chill touch, Toll the dead
1st level (8 slots): Cause fear, false life, Ray of sickness 2nd level (7 slots): Wither and bloom, Ray of enfeablement, Blindness/Defness3rd level (4 slots): Life transference, Vampiric touch4th level (1 slot): Blight5th level (1 slot): Negative energy flood6th level (1slot): circle of death, Create undead7th level (1 slot): Finger of death 8th level (1 slot): Abi dalzims horrid wilting
Legendary Resistance (3/Day). If the Apticon fails a saving throw it can choose to succeed instead.
Astral Projection. If the Apticon takes 100 or more damage from one creature it will transport itself and any equipment it is wearing or carying to the astral plane. While in the astral plane the Apticon can move up to half it's movment speed before returning to the material plane in the spot he moved to.
Magical Wepons. The Apticon's wepon attacks are magical
Death Throws. When the Apticon dies it sends out a wave of negative energy in a 30 ft. sphere dealing 66 22D6 necrotic damage (Immunitys and resistances are disregarded). If this blast reduces any creature to 0 hit points then that creature becomes a zombie that attacks the nearest creature.
Such Is TheNature Of Chaos. The Apticon is immune to any effect except death that would slow it's chaotic rampage
Mutiattack. The Apticon makes one Chain Of Light attack and two Shadow Smite attacks.
Shadow Smite. Melee Weapon Attack: +10 to hit, reach 13 ft., 1 target. Hit: 24 (12d4) necrotic damage.
Chain Of Light. RangedWeapon Attack: +7 to hit, range 13/100 ft., 3 small targets or one large target. Hit: 14 (3d8 + 2) radient damage. Then, make a DC 25 STR save. On a failure the target is pulled 80 feet towards the Apticon, or half as much on a success.
Claw. Melee Weapon Attack: +5 to hit, reach 4 ft., 1 target. Hit: 12 (3D4+6) slashing damage. Then make a DC 30 STR save, on a failure the target takes 6 bludgoning damage and is knocked unconcious and prone for one turn.
Invisibility (2/Day) The Apticon goes invisible for two turns
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Description
The huge Apticon towers over must other creatures in the material plane. This massive pale skinned giant was spawned in the abyss by a union of Lolth and a Balor. after being touched by the shard of pure evil and a talasman of pure good it grew in power and ambition. Caring nothing for other creatures whom the Apticon deems to be lesser beings this titan yearns to destroy anything, anyone, and everything it sees.
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.