Curse. Apothis must feed on living blood, or take in large amount of negative energy, every few days to survive. Each day without sustenance gives Apothis a point of exhaustion. In addition, contact with direct sunlight burns Apothis for 4d12 non-magical radiant damage, he can only take this damage once per round. Taking non-magical radiant or fire damage prevents Apothis from getting any benefits from his Vampiric Constitution until the end of his next turn.
Leeching Attacks. Apothis' attacks made with natural weapons heal him for half the damage dealt. Apothis has advantage on attacks against Grappled creatures.
Vampiric Consitution. Apothis has resistance to non-magical attacks and damage from spells of 2nd level or lower. Apothis regenerates 10 HP at the start of each of his turns.
Bite. Natural Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. Heals for all damage dealt.
Greater Hammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4d6 + 6 bludgeoning damage.
Gore. Natural Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 6 piercing damage. If this attack beats the target's AC by 5 or more, the target is also grappled.
Apothis can use each of the following legendary actions once, regaining all on a long rest.
Goring Charge. Apothis moves in a 30 ft line. All creatures in the line must make a DEX or STR save.
- DC 18, creatures avoid Apothis, or stop him (if they chose to stop him the creature takes half damage and no other effect).
- DC 13, creatures take 2d12 piercing damage and have their maximum hit points decreased by 2.
- DC 8, creatures take 3d12 damage, lose 4 max HP and are knocked prone.
Open Wounds. A creature that is below maximum hit points must make a Constitution saving throw DC 14. On a failed save the creature takes 1d6 necrotic damage and cannot recover hit points until the end of its next turn.
Winding Path. Apothis returns to any position he was in during his last turn.
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