Large Humanoid, Lawful Evil
AC 22 Natural armor + Celestial Over-Armor    Initiative +5 (15)
HP 245 (18d12)
Speed 40 ft., Teleport: 40 ft (Gate Step) , Fly 60 ft. Levitate: (hover), Climb 30 ft. (molecular adhesion)
Mod Save
STR 30 +10 +34
DEX 20 +5 +22
CON 26 +8 +28
Mod Save
INT 26 +8 +27
WIS 22 +6 +24
CHA 24 +7 +25
Skills Arcana +13, History +12, Insight +11, Intimidation +12, Perception +12
Resistances Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear Celestial adaptive armor, transmutation matrix, hard-light projectors
Senses Darkvision 120 ft, Truesight 60 ft spatial awareness; Passive Perception 22
Languages Common Ancient tongues, Egyptian; omnilingual comprehension; telepathy 120 ft
CR 18 (XP 20,000; PB +6)
Traits

 

  • Celestial Over-Armor. Adaptive nanite plating and fields grant +5 AC (included). When Apocalypse takes cold, fire, lightning, radiant, necrotic, thunder, or force damage, reduce that damage by 5 and add +1d6 of that type to the next hit before the end of his next turn. His attacks are magical/technological and ignore resistance to his damage types.

  • Molecular Mastery. Advantage on saving throws vs paralyzed, restrained, petrified, grappled, and effects that would change his form; he can end one of those conditions on himself at the start of his turn (no action) by shedding matter.

  • Evolutionary Apex. Apocalypse has advantage on STR checks/saves; if he ends his turn concentrating on nothing, he gains 10 temp HP (stacking to 30).

  • Power Broker. When he reduces a hostile creature to 0 HP, he may steal a minor feature (darkvision, swim speed, resistance to one energy) for 1 hour (doesn’t stack with itself).

 

Actions

 

  • Multiattack (Judgment of Nur). Apocalypse makes three attacks in any combination of Molecular Fist, Plasma Lance, or Telekinetic Crush, or he makes two attacks and uses Mass Transmutation Pulse.

  • Molecular Fist (Melee Weapon Attack). +15 to hit, reach 10 ft. (15 ft. while Huge), one target. Hit: 3d10 + 9 bludgeoning plus 1d6 force. If he moved ≥10 ft straight toward the target this turn, the target must succeed on a DC 21 STR save or is knocked prone.

  • Plasma Lance (Ranged Spell Attack). +14 to hit, range 180 ft., one target. Hit: 4d10 + 7 radiant or force (choice). On a hit, the target’s next concentration check before the end of its next turn is made with disadvantage.

  • Telekinetic Crush (Save-based). One creature within 120 ft makes a DC 21 CON save. Failure: 4d8 force and restrained by invisible pressure until the end of Apocalypse’s next turn; success: half damage only.

  • Mass Transmutation Pulse (Recharge 5–6). A 20-ft-radius point within 120 ft erupts; creatures of Apocalypse’s choice make a DC 21 DEX save, taking 6d8 force + 2d8 acid on a failure, or half on a success. Failure: nonmagical armor/weapons in the area become brittled; affected creatures suffer −1 AC and −1 to weapon damage rolls until the end of their next turn.

 

Bonus Actions

 

  • Size Modulation. Enlarge or reduce (Large ↔ Huge ↔ Medium). Huge: reach +5 ft, advantage on STR checks; Medium: AC +1, speed +10 ft.

  • Power Augmentation (2/Short Rest). Until the start of his next turn, Apocalypse gains +2 AC, advantage on attacks, and his hits deal +1d8 extra force.

  • Gate Step. Teleport up to 40 ft to a space he can see; doesn’t provoke opportunity attacks.

 

Reactions

 

  • Molecular Phase. When hit, Apocalypse halves the force/radiant/lightning portion (after resistance) and may move 10 ft without provoking.

  • Counter-Evolution. When a creature within 60 ft casts a spell or uses a magical ability, it must succeed on a DC 21 ability check (its casting ability) or the effect fizzles (no slot/use expended).

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The first mutant—En Sabah Nur—has endured for millennia, commandeered Celestial technology, rewritten his body on the fly, empowered or stripped powers from others, and bested teams of top mutants through overwhelming versatility and will.

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.

Habitat: AnyCoastalDesertMountainPlanar (Elemental Planes)Planar (Mechanus)

Zackagawea

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