Legendary Resistance (3/Day). If the Apocalypse Bird fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Apocalypse Bird has advantage on saving throws against spells and other magical effects.
Freedom of Movement. The Apocalypse Bird ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from both magical and nonmagical restraints or being grappled.
Judgement. Within range of its sight, the Apocalypse Bird can instantly tell whether an enemy has committed a Sin in their life, and can choose one Sinner to be marked with the Judgement effect. Judgement gives disadvantage to all saving throws, and disadvantage on attack rolls made on Apocalypse Bird. It also periodically gives the marked player hallucinations. The effect can be dispelled by leaving Apocalypse Bird's range of sight.
Teleport. Apocalypse Bird can choose to teleport directly to 1 enemy within its range of sight. This action is limited to 5 times per long rest.
Beak. Melee attack: +15 to hit, reach 20 ft., one target. On hit deals 35 (2d20 +5) Piercing damage. Unfurls the gaping maw in its body and crunches down two times on one target directly in front of it.
Justitia. Melee attack: +15 to hit, reach 10 ft., one target. On hit deals 25 (3d12 +5) Force damage and an extra 2d8 Radiant damage if the target has the Judgement effect.
Lamp. Ranged attack: +10 to hit, reach 150/600 ft., one target. On hit deals 14 (1d8 +6) Force damage and an extra 2d8 Radiant damage if the target has the Judgement effect.
Twilight. Ranged attack: +15 to hit, reach 200/600 ft., one target. Fires 10 golden orbs on its wings, homing in on one target. Each hit deals 5 (1d4+2) Fire damage and has a 1/4 chance to Stun the target for a round. Cannot be used twice in a row.
Apocalypse. Ranged attack: +15 to hit, reach 200/600 ft., area of effect. Slams its talons down in front of it, dealing 40 (2d20 +10) Bludgeoning damage to any creature caught in its talons, and 20 (2d12+5) Necrotic damage to every creature within range as a shockwave. Can only be used once every 7 rounds, or after killing a creature.
Fear Aura. When the Apocalypse Bird roars, all creatures within earshot (20,000 ft.) must succeed on a DC 17 Wisdom saving throw or be afflicted or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Apocalypse Bird is within line of sight, ending the effect on itself on a success.
Description
"It's the beast! A big, scary monster lives in the black, dusky forest!"
Apocalypse Bird is based on the enemy of the same name from the monster management video game Lobotomy Corporation and its sequel, the deck-builder Library of Ruina.
It is meant to be extremely hard to kill, with the only true way to dispel it being to destroy the three eggs that it protects. I made it way easier in order to give players the option of fighting it head-on.
Apocalypse Bird has three eggs (Small Beak, Long Arms, Big Eyes) scattered around the forest it lives in, each with 600 hp. Defeating one egg takes off 1/3 of Apocalypse Bird's health and makes it lose one attack.
Defeating Small Beak disables the Beak attack.
Defeating Long Arms disables the Justitia attack.
Defeating Big Eyes disables the Lamp attack.
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