Burning Aura. At the start of Apolyon's turn each creature within 5 feet of him takes 10(3d6) fire damage. Additionally, any creature that touches Apolyon or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage.
Burnt Angelic Weapons. Apolyon's weapon attacks are magical. When Apolyon uses any weapon, the weapon deals an extra 3d8 radiant and 3d8 fire damage (included in the attack).
Divine Awareness. Apolyon knows if he hears a lie.
Fire Shift. As part of his movement, Apolyon can enter any source fire that he can reach and exits out of any other source of fire within 300 feet of the fire he entered.
Innate Spellcasting. Apolyon's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, dispel magic (5th level), invisibility (self only)
3/day each: fire storm (10d10 fire damage), flame Strike(7d6 fire and radiant damage), mass cure wounds(8th level), plane shift, searing smite (6th level, 2d6 fire damage per turn)
1/day each: meteor swarm
Legendary Resistance (4/Day). If Apolyon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Apolyon has advantage on saving throws against spells and other magical effects.
Solar Sight - Apolyon gains a +5 bonus to his Perception skill.
Field of Judgement. If Apolyon would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Blast Burn, and he regains any expended uses of Legendary Resistance. Additionally, the solar can now use the options in the “Mythic Actions” section for 1 hour.
Multiattack. The solar makes two greatsword attacks.
Burnt Greatsword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 10) slashing damage plus 13 (3d8) radiant damage and 13 (3d8)
Burnt Slayer's Spear. Ranged Weapon Attack: +18 to hit, range 150/600 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (3d8) radiant damage and 13 (3d8) . If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Blast Burn (Recharge 5-6). Apolyon releases a powerful burst of fire in a 90 foot cone in front of him. Each creature in that area must succeed on a DC 26 Dexterity save. On a failed save, a creature takes 27(6d8) fire damage and 27 (6d8) radiant damage and is ignited. Until a creature takes an action to douse the fire or 1d4 rounds, the target takes 22 (4d10) fire damage at the start of each of its turns.
Healing Touch (4/Day). The solar touches a creature. The target magically regains 50(10d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Flying Sword. Apolyon releases its greatsword to hover magically in an unoccupied space within 10 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Explosion Grip. Apolyon wields the power to restrain a target with his flames. He can use a bonus action to make a melee attack against a Huge or smaller creature within his reach. If Apolyon succeeds he engulfs the creature in flames, grappling (escape DC 26) and restraining them until the grapple ends. Apolyon can only grapple one creature at a time. During his turn, Apolyon can move them around within his reach and at the start of every turn he can either release the creature or release a powerful burst of energy from that grip dealing 35 (10d6) fire damage to them. Apolyon can still move and attack freely despite grappling another creature.
Apolyon can take 4 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. Apolyon regains spent legendary actions at the start of his turn.
Teleport. Apolyon magically teleports, along with any equipment he is wearing or carrying, up to 150 feet to an unoccupied space he can see.
Spellcasting. Apolyon may cast one spell requiring one action
Explosion Grip (Costs 2 Actions). Apolyon releases a powerful burst against a creature restrained by his Grip dealing 35 (10d6) fire damage to them.
Cosmic Smash (Costs 2 Actions). Apolyon emits magical fire energy. Each creature of his choice in a 10-foot radius of him must succeed a DC 26 Dexterity saving throw, taking 18 (5d6) fire damage plus 18 (5d6) radiant damage on a failed save, or half as much damage on a successful one.
Ascend to the Heavens (Costs 4 Actions). Apolyon targets up to five creatures that he can see within 600 feet of him. Each target must succeed on a DC 26 Dexterity saving throw or be hit by Apolyon's Burnt Slaying Greatbow.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
If the Apolyon would be reduced to 0 hit points, instead Apolyon activates his Field of Judgement. His current hit point total resets to 500 hit points, he recharges his Blast Burn, and he regains any expended uses of Legendary Resistance. Apolyon also gains the following benefits:
Once in his field Apolyon gains the following bonuses:
- The damage from Apolyon's Burnt Angelic Weapons increases from 3d8 fire plus 3d8 radiant damage to 4d8(18) fire plus 4d8(18) radiant damage.
- Apolyon's Burning Aura intensifies dealing an addition 1d6 of damage. 14 (4d6)
- Apolyon's AC increases to 23
- Apolyon's attacks, abilities and spells that deal fire damage ignore fire resistance and treat immunity as resistance.
- Any enemy dealt fire damage by Apolyon cannot regain hit points until the start of his next turn.
Description
While under the effects of the Shard of the Divine Aplolyon gains the following benefits:
On initiative count 20 (losing initiative ties), Apolyon takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row.
- Until initiative count 20 on the next round, any creature other than Apolyon that tries to cast a spell of 6th level or lower is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d10) necrotic damage per level of the spell, and the spell has no effect and is wasted.
- Apolyon points a finger at a creature and they must succeed on a DC 16 Charisma saving throw or else they must skip their next turn groveling under his divine might.
- Any creature dealt fire damage from Apolyon cannot regain hit points until initiative count 20 on the next round.
Lair and Lair Actions
On initiative count 20(losing ties). Apolyon can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- Collapsing Star. The burning winds of the field start to condense on a place Apolyon can see within 150 feet of him, creating a 10 foot radius of burning wind. Each creature in that area of the condensed burning wind must succeed on a DC 26 Constitution saving throw, taking 17 (5d6) fire damage and gain one level of exhaustion on a failed save, or half as much damage and do not gain one level of exhaustion on a successful one.
- Apolyon absorbs the flames in the field, healing him for 4 (1d8) hit points for every fire based spell cast since the last time this lair action was used. He heals an additional 4 (1d8) hit points for every time he dealt fire damage to a creature since the last time this lair action was used. Area of effect abilities and spells heal him for every creature hit.
- Supernova. When Apolyon's hit points reach 300 or below, he can choose to stab his Greatsword into the ground, losing the ability to attack with it and the ability to teleport. He then gathers his divine and fire energy for 2 rounds. In Apolyon, all creatures within 150 feet of Apolyon cannot move or travel using teleportation or by extradimensional or interplanar means. At the end of his channel he releases a powerful and devastating blast of energy around him in a 1000 feet radius. All creatures within the range must succeed on a DC 26 Dexterity saving throw, taking 110 (20d10) radiant damage and 110 (20d10) fire damage on a failed save, or half as much damage on a successful one. This attack ignores resistance and treats immunity as resistance. If Apolyon is successful in using this ability, he regains all his hit points. If Apolyon takes 250 damage in one round, his concentration is destroyed, making the gathered energy dissipate. After Apolyon uses this ability, he can no longer use any of his lair actions, but will retain the bonuses from his field of judgement.
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