Medium Swarm of Medium undead, Typically Lawful Evil
Armor Class 17 (half plate)
Hit Points 247 (33d8 + 99)
Speed 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
21 (+5)
CHA
22 (+6)
Saving Throws CON +10, WIS +12, CHA +13
Skills Insight +11, Perception +11, Religion +9, Stealth +10
Damage Vulnerabilities Radiant; Piercing from Magic Weapons Wielded by Good Creatures; Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 21
Languages Elvish, Undercommon
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Properties of the Hand. Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra "rollDamageType":"Cold"}[/rollable] Cold damage, or 8 (2d8) cold damage on a hit.

Defense. While wearing armor Apocalypse gains a +1 to his AC. 

Adamantine Armor. Any critical hit against Apocalypse is treated as a normal hit. 

Aura of Protection. Whenever Apocalypse or a creature friendly to Apocalypse within 30 feet of Apocalypse must make a saving throw, the creature gains a bonus to the saving throw equal to +5. Apocalypse must be conscious to grant this bonus

Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.

Aura of Hate. Apocalypse as well any fiends and undead within 30 feet of Apocalypse, gains a bonus to melee weapon damage of +5.

Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.

Dreadful Aspect. As an action, Apocalypse channels the darkest emotions and focuses them into a burst of magical menace. Each creature of Apocalypse's choice within 30 feet of Apocalypse must make a Wisdom saving throw if it can see Apocalypse. On a failed save, the target is frightened of Apocalypse for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from Apocalypse , it can attempt another Wisdom saving throw to end the effect on it.

Shadow Step. While in dim light or darkness, Apocalypse can teleport up to 60 ft as a bonus action. 

1/day Dread Lord. As an action, Apocalypse can surround himself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around Apocalypse to dim light. Whenever an enemy that is frightened by Apocalypse starts its turn in the aura, it takes (4d10) Psychic damage. Additionally, Apocalypse and creatures he chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, Apocalypse can use a bonus action on his turn to cause the shadows in the aura to attack one creature. Apocalypse makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + 5. 

Turn Resistance. Apocalypse has advantage on saving throws against any effect that turns Undead.

Actions

Multiattack. Apocalypse makes two or three attacks with Dark Divine. Apocalypse can cast a spell or The Dreadful Pressure in place of one of these attacks or two Calling Of The Fallen in place of one of these attacks.

Dark divine. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 11) Slashing damage, or 17 (2d6 + 11) Slashing damage if used with two hands, plus 14 (4d6) Necrotic damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Calling Of The Fallen. Range Spell Attack: +6 to hit, reach 15 ft., one creature. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

The Dreadful Pressure. Apocalypse fixes his gaze on one creature it can see within 120 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Apocalypse’s gaze for the next 24 hours.

Spellcasting. Apocalypse is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +11 to hit with spell attacks). Apocalypse has the following spells prepared:

Cantrip (always prepared): toll the dead

1st level (4 slots): shield of faith false lifewrathful smite bless

2nd level (3 slots): crown of madness

3rd level (3 slots): animate dead bestow curse magic circle counterspell

4th level (3 slots): blight death ward staggering smite

5th level (2 slots):destructive wave contagion banishing smite

6th level (1 slot): disintegrate globe of invulnerability

7th level (1 slot): finger of death

At will: telekinesis but only on objects that aren't being worn or carried.

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Legendary Resistance (3/Day). If Apocalypse fails a saving throw, he can choose to succeed instead.

Bonus Actions

Charisma Of The Fallen (3/Day). Apocalypse magically summons a banshee The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

The drow 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 drow regains spent legendary actions at the start of her turn.

Compel Undead. An allied Undead within 30 feet of the drow uses its reaction to make one attack against a target of Apocalypse’s choice that she can see.

Dark divine. Apocalypse makes one Dark divine attack.

Cast a Spell (Costs 2 Actions). The drow uses Spellcasting.

Lair and Lair Actions

A Matron Mother’s Lair

The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.

Any temple of Lolth also functions as a matron mother’s lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.

Arena Actions

On initiative count 20 (losing initiative ties), Apocalypse take one of the following lair actions when in his lair; he can’t take the same lair action two rounds in a row:

Perceive Interlopers. Apocalypse projects his mind throughout his arena, marking any potential threats against him or his retinue. Until initiative count 20 of the next round, hostile creatures within the Arena can’t become hidden from him and gain no benefit from the invisible condition against him.

Rotten Grasp. A hunred of rotting hand of the defeated lurk from a point Apocalypse can see within 120 feet of him. Each creature within 60 feet of that point must succeed a DC 18 Dexterity saving throw or be restrained 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.

Monster Tags: undead

Habitat: Underdark

VengeFool

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