| Mod | Save | ||
|---|---|---|---|
| STR | 29 | +9 | +9 |
| DEX | 16 | +3 | +3 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +5 |
| WIS | 24 | +7 | +7 |
| CHA | 22 | +6 | +6 |
Grey Advent. (1/week) When Tha Apocalypse Bird drop to 303hp or bellow for the first time, next move must be the one time use move Grey Advent.
Magic Weapons. Tha Apocalypse Bird's weapon attacks are magical.
Threefold Essence. Tha Apocalypse Bird embodies the combined powers of Big Bird, Judgement Bird, and Punishing Bird. At the start of each of its turns, roll a d4 to determine which essence is dominant until the start of its next turn:
- Big Bird's Essence. Tha Apocalypse Bird emits an aura of oppressive light. Creatures within 30 feet must succeed on a DC 21Wisdom saving throw or be blinded until the end of their next turn.
- Nothing. Nothing happens.
- Judgement Bird's Essence. Tha Apocalypse Bird's presence imposes judgment. At the start of its turn, all creatures of its choice within 60 feet must succeed on a DC 21 Constitution saving throw or be restrained until the end of their next turn.
- Punishing Bird's Essence. Tha Apocalypse Bird's attacks become more ferocious. Its melee attacks deal an additional 21 (6d6) of the attack's damage.
Legendary Resistance. (3/Day) If the Apocalypse Bird fails a saving throw, it can choose to succeed instead.
Unjusting the Scale. Unjust Scale is a unic condition (lasts 36h) inflicted on Tha Apocalypse Bird's enemies, who are hit by Ultiattack, Talons, Beak, or Glowing eyes get +1 Unjust Scale. Unjust Scales stay dorment until trigerd by Judgment's Scales which makes Unjust Scale burst on the target inflicting 35 force damage for each Unjust scales in.
Multiattack. Tha Apocalypse Bird makes three attacks: one with its beak and two with its talons.
Beak. Melee Unweapon Attack: +17 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage.
Talons. Melee Unweapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Glowing Eyes. (Recharge 5-6) Tha Apocalypse Bird releases beams of energy from its myriad eyes in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one.
Judgment's Scales. (1/Day) Tha Apocalypse Bird conjures ethereal scales and targets up to three creatures it can see within 60 feet. Each target must make a DC 21 Charisma saving throw. On a failed save, a creature is paralyzed until the end of its next turn as it is weighed and found wanting and trigars bursts all Unjust Scales on the target.
Grey Advent. (can only and must be used when trait is activated) Tha Apocalypse Bird inste kills all victems on 11hp or under. For each one it kills gain +1d4 for all future dice throws, which lasts 3 days.
Judging, with Lears, to Punish. (1/Turn) Tha Apocalypse Bird influct a -1d12 roll (only on d20 if it's a roll) on a random enemy within 35 feet, at the end of each of it's turns.
Legendary Actions. Tha Apocalypse Bird got 3 legendary actions, only choosing from two. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
- Gaze of Dread. Tha Apocalypse Bird fixes its gaze on one creature it can see within 60 feet. The target must succeed on a DC 21 Constitution saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Twilight Surge. Tha Apocalypse Bird emits a surge of twilight energy. Each creature of its choice within 30 feet must make a DC 21 Wisdom saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much on a successful one.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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