Immutable Form. Apollo is immune to any spell or effect that would alter their form.
Magic Resistance. Apollo has advantage on saving throws against spells and other magical effects.
Magic Weapons. Apollo’s weapon attacks are magical.
Legendary Resistance (1/Day). If Apollo fails a saving throw, they can choose to succeed instead.
Multiattack. Apollo makes one Eldritch Grasp attack and one Molten Scrap attack.
Molten Scrap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage and 5 (1d8) fire damage.
Eldritch Grasp. Ranged Spell Attack: +8 to hit, range 120ft, one target. Hit: 11 (1d10 + 5) force damage. A creature hit by this attack is considered grappled (escape DC 14). There is no limit to the number of creatures that may be grappled by Apollo using this effect.
Spellcasting. Apollo casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16):
1/day each: hex, crown of madness, shatter, counterspell
Eldritch Pull. Apollo may move any number of creatures grappled by their Eldritch Grasp 15ft in any direction or knock them prone instead. The direction of this forced movement does not need to be the same for each creature.
Apollo can take 2 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. Apollo regains spent legendary actions at the start of its turn.
Summon Minion. Apollo summons one imp familiar within 30ft.
Eldritch Grasp (Costs 2 Actions). Ranged Spell Attack: +8 to hit, range 120ft, one target. Hit: 11 (1d10 + 5) force damage. A creature hit by this attack is considered grappled (escape DC 14). There is no limit to the number of creatures that may be grappled by Apollo using this effect.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Apollo can take one of the following lair actions; Apollo can’t take the same lair action two rounds in a row:
Heat Metal. Apollo continuously heats any metal within 20ft of them via theheat metal spell.
Summon Minions. Apollo calls forth 1d4 imp minions from another plane. These minions can appear in any spaces within 30ft of Apollo. casts the spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies.
Vent Steam. Apollo releases a pressurized steam cloud in their immediate vicinity, making them harder to hit. Creatures have disadvantage on attack rolls against Apollo until they choose a new lair action.
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