Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.
Blood Frenzy. The Anphelion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Smell. The creature has advantage on Wisdom (Perception) checks that rely on smell.
Ambusher. In the first round of a combat, the creature has advantage on attack rolls against any creature it surprised.
Barbed Hide. At the start of each of its turns, the creature deals (1d10) piercing damage to any creature grappling it.
Cunning Action. On each of its turns, the creature can use a bonus action to take the Dash, Disengage, or Hide action.
Pounce. If the creature moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the creature can make one bite attack against it as a bonus action.
Mesmerizing Glow. Each creature of the Apex Anphelion's choice that is within 120 feet of them and aware of it must succeed on a DC 19 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Anphelion's Mesmerizing Glow for the next 24 hours.
Multiattack. The Apex Anphelion can make 6 attacks as a full round action. 2 bite attacks, 2 claw attacks, and two tendril attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target, Hit: 10 (1d8+5) Piercing damage. Creatures hit by this attack become grappled and must succeed on a DC 15 Strength check on their turn to free themselves.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target, Hit: 11 (1d10+5) Slashing damage.
Tendril. Melee Weapon Attack: +9 to hit, reach of 15ft., one target, Hit: 11 (1d10+5) Piercing or Slashing damage. On a hit targets must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Spike Shot. Ranged Weapon Attack: +9 to hit, reach 50/100ft., one target, Hit: 11 (1d10+5) Piercing damage. The target must make a DC 18 Constitution saving throw or take and additional 5 (1d8) Poison damage.
Hail of Spikes. All creatures in a 30-foot cone must succeed on a DC 18 Dexterity saving throw or take 16 (2d10+5) Piercing damage as well as 5 (1d8) Poison damage. Targets that succeed take half damage.
Cunning Action. On each of its turns, the creature can use a bonus action to take the Dash, Disengage, or Hide action.
Dash. The Apex Anphelion uses it's bonus action to take the Dash action giving it additional movement, equal to it's speed, for the current turn.
Disengage. TheThe Apex Anphelion uses it's bonus action to take the Disengage action allowing it to move beyond a creature’s threat range without provoking attacks of opportunity.
Hide. The Apex Anphelion uses it's bonus action to take the Hide action allowing it to slip into the shadows and attempt to break line of sight to make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding.
The Apex Anphelion 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. The Apex Anphelion regains spent legendary actions at the start of its turn.
Pouncing Strike. The Apex Anphelion uses up to half its movement speed to close in on a target and make one claw attack.
Tendril Lash. The Apex Anphelion splits its tendril into 4 separate sections and spins, all creatures within 25ft must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) Slashing damage.
Needle Storm. The Apex Anphelion uses it's Hail of Spikes attack on all creatures within a 15ft radius centered on it.
Blinding Flair. The Apex Anphelion releases a blinding burst of light, all creatures within 60ft must succeed on a DC 18 Constitution saving throw or become blinded until the end of their next turn. Creatures within 15ft take 1d6 radiant damage on a failure and half as much on a success.
Description
The Apex Anphelion, Hulking beasts of hardened scales and chitinous plating. They have an unnatural intelligence, attacking unpredictably and with a ferocity. They rend, rip, and tear their victims apart, leaving only chuncks of bloody flesh to be devoured by themselves and their kin.
They stalk the darkness hunting anything and everything, the Apex Anphelion also are known to lure their victims with their bio-luminesence. A hauntingly beautiful dim blue light that becons their victims into dark tunnels.
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