Rose Iron Vulnerability. Apollo has a vulnerability to piercing & slashing made from rose iron weapons. Additionally if Apollo consumes Rose Iron in liquid form Apollo takes 350 (100d10 + 100) poison damage. (Rose Iron is a metal that comes from meteors and fiends, celestials & undead are vulnerable to it)
Divine Awareness. Apollo knows if he hears a lie.
Legendary Resistance (3/Day). If Apollo fails a saving throw, he can choose to succeed instead.
Magic Resistance. Apollo has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Apollo's spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: fireball, daylight, sunbeam, Burning Hands. 3/day each: mass cure wounds, resurrection, sunburst 1/day each: meteor swarm, power word stun, divine word
Bardic Inspiration (Recharges after a Short or Long Rest). Apollo can use a bonus action to grant one creature within 60 feet of him a Bardic Inspiration die, a d12. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
Solar Flare. Once per day, Apollo can unleash a blinding solar flare in a 60-foot radius centered on himself. Each creature in that area must make a DC 28 Constitution saving throw, taking 40 (9d8) radiant damage and becoming blinded for 1 minute on a failed save, or half as much damage and not blinded on a successful one.
Apollo 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. Apollo regains spent legendary actions at the start of his turn.
Chord of Healing (Costs 2 Actions). Apollo targets one creature he can see within 60 feet of him. The target regains 30 hit points.
Blinding Melody (Costs 3 Actions). Apollo targets one creature he can see within 60 feet of him. The target must make a DC 28 Wisdom saving throw, becoming blinded for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Divine Performance. Apollo starts to perform a divine song, emanating a calming aura in a 30-foot radius around him. Until the end of his next turn, all creatures of Apollo's choice within the aura have advantage on Wisdom saving throws and are immune to being frightened.
Description
Apollo The Sun God. Lord of music, poetry and healing
Previous Versions
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4/6/2024 9:57:31 PM
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Coming Soon
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