| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 20 | +5 | +5 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 30 | +10 | +19 |
| CHA | 30 | +10 | +19 |
Legendary Resistance (5/Day). When Apollo fails a saving throw, he can choose to succeed instead.
Solar Healing. At the start of his turn, while in bright light, Apollo regains 92 (10% of his maximum) hit points.
Solar Displacement. As long as Apollo isn't incapacitated, any creature attacking him in melee has disadvantage on its attack roll. If he is hit by an attack, this trait is suspended until the end of his next turn. He also is immune to being banished, polymorphed and possessed.
Solar Plate. Whenever a creature starts their turn touching Apollo, or hits Apollo with a melee attack, that creature takes 26 (4d12) fire damage.
Majesty of the Sun. As a free action at the start of his turn, Apollo can change his size to Huge, or Gargantuan. If he assumes a gargantuan form his speed is halved but his reach on melee attacks and his kick increases by 10ft, and he becomes immune to forced movement.
Spellcasting. Apollo's innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At Will: Light, Sacred Flame, Word of Radiance
- 3/Day each: Fireball, Wall of Fire, Sunbeam, Dawn, Holy Aura
- 1/Day each: Sunburst, Immolation
Multiattack. Apollo makes four attacks with his Khopesh, or three attacks with his Golden Shortbow
Khopesh. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 10) slashing damage plus 10 (3d6) fire damage and 10 (3d6) radiant damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or be blinded until the end of its next turn. Apollo scores a critical hit with this weapon on a roll of 19 or 20.
Golden Shortbow. Ranged Weapon Attack: +14 to hit, range 300/1,200 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 10 (3d6) fire damage and 10 (3d6) radiant damage. If the target is a creature, its AC is reduced by 1 until the end of its next turn (this effect can stack up to a maximum reduction of 5 AC).
Glory of the Sun (Recharge 5–6). Apollo emits a burst of blinding sunlight. Each creature of his choice within 60 feet of him takes 50 fire damage and is blinded and deafened until the end of its next turn. No saving throw is allowed for this effect.
Kick. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage. If the target is a creature, it is pushed 60 feet directly away from Apollo.
Solar Step. When a weapon attack misses Apollo, he can move up to 15 feet in any direction without provoking opportunity attacks.
Luminous Repulsion. When Apollo is targeted by a spell or ability that forces a saving throw, he can move up to 30 feet in any direction immediately before making the saving throw. This movement can take him out of the spell's or ability's area of effect.
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.
- Attack (1 Action). Apollo makes one Khopesh or Golden Shortbow attack.
- Solar Flare (2 Actions). Apollo creates a burst of searing light. Each creature within 20 feet of Apollo must succeed on a DC 27 Constitution saving throw or take 22 (4d10) radiant damage and be blinded until the end of its next turn. A creature which succeeds on its save takes half damage and is not blinded.
- Summon Solar (3 Actions, Twice Per Short Rest). Apollo magically summons a Solar (CR 21) which appears in an unoccupied space within 30 feet of him. The Solar acts as Apollo's ally and takes its turn immediately after Apollo's. It remains until reduced to 0 hit points or until Apollo dismisses it (no action required).
Description
Apollo is a radiant and imposing figure, typically appearing as a muscular, eternally handsome humanoid with golden bronze skin and hair, often wreathed in shimmering light. His demeanor is one of serene confidence, though a powerful, destructive fury lies just beneath the surface when angered. He embodies the light, music, healing, and knowledge, but also the scorching heat and deadly plagues of the sun. He wears a gleaming breastplate, and a cloak of horsehair. He carries his golden bow and lyre, and usually has two vicious curved Khopesh at his side. While astride his golden chariot to pull the sun across the sky, not even the swiftest of the other gods can reach his strength and speed
Lair and Lair Actions
Apollo's lair is his palace of ethereal light, centered around his golden Throne of the Sun. His lair is always in the air, usually at least 1 mile up, and stationary above the ground unless he moves it with his Solar Chariot.
- Inner Sanctum (150ft radius): Creatures within this area take 11 (2d10) fire damage at the start of their turn. They are drawn 30 feet towards the center of the lair (if flying, they move through the air). No magical darkness is possible here; attempts to create magical darkness instead create a space of non-blinding light.
- Radiant Expanse (500 ft. radius, beyond Inner Sanctum): Creatures within this area take 5 (1d10) fire damage at the start of their turn. They are drawn 15 feet towards the center of the lair (if flying, they move through the air). The light here is blinding; creatures must succeed on a DC 27 Constitution saving throw or be blinded until the end of their next turn. Non-magical darkness is impossible here. Attempts to create magical darkness is possible, but creates dim light not darkness.
- Outer Sphere (1 mile radius, beyond Radiant Expanse): Creatures within this area take 2 (1d4) fire damage at the start of their turn. Non-magical darkness is impossible here. Magical darkness is possible.
Creatures other than Apollo and his allies have their movement speeds reduced limited to 30 feet while in his Inner Sanctum, 60 feet while in the Radiant Expanse, and 90 feet while in the Outer Sphere. Additionally, creatures starting their turn within the Lair, other than Apollo and his allies, must succeed on a DC20 constitution saving throw or be blinded for 1 minute. This save is made with advantage while in the Outer Sphere, and with Disadvantage while within the Inner Sanctum.
On initiative count 20 (losing initiative ties), Apollo can take one lair action to cause one of the following effects:
- Solar Convergence. All creatures within 150 feet of the center of the lair are drawn 150 feet towards the center. If a creature starts this movement within the Inner Sanctum, it also takes 27 (5d10) force damage.
- Sear. Each creature in the lair must succeed on a DC 27 Dexterity saving throw or take 33 (6d10) fire damage.
- Radiant Command. All blinded creatures in the lair must succeed on a DC 27 Wisdom saving throw or be charmed by Apollo until the end of their next turn. A charmed creature immediately uses its reaction to move its full speed towards Apollo, if it can and then ends its turn.
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