Weapons of Chaos. Armageddon's weapon attacks are magical. When Armageddon hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Innate Spellcasting. Armageddon's spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
3/day each: blade barrier, Psychic Scream, [Tooltip Not Found], Circle of Death, Sunburst, Counterspell
1/day each: Power Word Kill, Wish, Imprisonment
Magic Resistance. Armageddon has advantage on saving throws against spells and other magical effects.
Multiattack. Armageddon makes two sword attacks.
Blade of Chaos. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Chaos Bolt. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage.
Flying Sword. Armageddon releases his sword to hover magically in an unoccupied space within 5 feet of it. If Armageddon can see the sword, he 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 Armageddon's hands. If the hovering sword is targeted by any effect, the Armageddon is considered to be holding it. The hovering sword falls if Armageddon dies.
Armageddon 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. Armageddon regains spent legendary actions at the start of its turn.
Teleport. Armageddon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Chaos Blast (Costs 2 Actions). Armageddon emits magical energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
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