Legendary Resistance (4/Day, or 5/Day in Lair). If Apricot fails a saving throw, she can choose to succeed instead.
Magic Resistance. Apricot has advantage against spells and other magical effects.
Undead Restoration. If Apricot is destroyed, she reforms and regains all her Hit Points in 24 hours unless her phylactery is destroyed.
Undead Nature. Apricot doesn’t require air, food, drink, or sleep.
Turn Immunity. Apricot is immune to effects that turn undead.
Multiattack. Apricot makes three Arcane Burst attacks. She then makes one Paralyzing Touch attack if able.
Arcane Burst. Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage.
Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the paralyzed condition until the start of the Apricot’s next turn.
Spellcasting. Apricot casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 21):
At will: detect magic, detect thoughts, dispel magic, lightning bolt, invisibility, mage hand, prestidigitation
2/day each: animate dead, dimension door, plane shift
1/day each: chain lightning, circle of death, finger of death, power word kill, scrying
Summon Undead (Recharge 5-6). Apricot magically summons five wight. The summoned creatures appear in unoccupied spaces within 60 feet of Apricot, whom they obey. They take their turns immediately after her. Each lasts for 1 hour, until it or Apricot dies, or until she dismisses them as a bonus action. She can have no more than five Undead summoned by this ability at a time.
Deadly Teleport. Apricot teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. She can cause each creature of her choice within 15 feet of her destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Apricot regains 45 hit points.
Protective Magic. Apricot casts counterspell or shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Apricot 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. Apricot regains spent legendary actions at the start of her turn.
Deathly Teleport. Apricot teleports up to 60 feet to an unoccupied space she can see, and each creature within 10 feet of the space she left takes 11 (2d10) Necrotic damage.
Frightening Gaze. Apricot innately casts fear, using the same spellcasting ability as Spellcasting. Apricot can’t take this action again until the start of her next turn.
Finger of Doom (Costs 2 Actions). Apricot points at one creature she can see within 120 feet of her. The target must succeed on a DC 21 Wisdom saving throw or take 39 (6d12) necrotic damage and become frightened until the end of Apricot’s next turn. While frightened in this way, the creature is also paralyzed.
Description
Eternal Servant. Apricot rides a greater death dragon as her mount. This dragon is connected to Apricot's phylactery and shares her "Undead Restoration" trait. In addition, she can summon or dismiss the dragon as an Action.
Apricot's Phylactery. Apricot's soul is stored inside her phylactery - the purple pendant that she wears on her chest. This pendant is actually a "living" creature nicknamed Terry (has the statistics of a draconic shard except its considered a Construct, cannot inhabit other objects, move though them, or though other creatures).
Apricot appears at first glance to be human, but has long pointed ears and four dark purple pierced horns curling back from her head. She has tussled neck-length teal-colored hair with emerald green highlights and long "tails" in front that go slightly past her shoulders. She has emerald green eyes, and face tattoos which glow green when she's channeling magic. She has a pair of black, bat-like wings with a tinge of purple. She wears a short black and purple off-shoulder revealing dress with a pentagram design on the chest, arm length fingerless gloves, a single thigh high fishnet, spiked heels, a choker, and a silver crown with a skull motif.
Lair and Lair Actions
Apricot lives in a Castle located somewhere within the Nine Hells. When encountered in her lair, Apricot has a challenge rating of 28 (128,000 XP).
The region containing Apricot’s lair is warped by her presence, creating the following effects:
All-Seeing. While in her lair, Apricot can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action.
Inevitable Siphon. Whenever a Humanoid dies within 1 mile of the lair, its soul is immediately consumed by Apricot. A Humanoid whose soul is consumed in this way can be brought back to life only by a True Resurrection or Wish spell.
Sapping Mist. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than Apricot or one of her allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Soul Drain. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If Apricot is destroyed or moves her lair elsewhere, these effects end immediately. These effects resume if she gains a new body.
Lair Actions
On initiative count 20 (losing initiative ties), Apricot can take a lair action to cause one of the following magical effects; Apricot can’t use the same effect two rounds in a row:
- Apricot summons up to five skeleton or zombie in unoccupied spaces within 30 feet of her. They remain until destroyed. Undead summoned in this way roll initiative, act in the next available turn, and obey Apricot. She can have no more than five Undead summoned by this action at a time.
- Apricot targets one creature she can see within 30 feet of her. A crackling cord of negative energy tethers Apricot to the target. Whenever she takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Apricot takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Apricot or the target is no longer in Apricot’s lair.
- Apricot calls forth the spirits of creatures that died in her lair. These apparitions materialize and attack one creature that Apricot can see within 60 feet of her. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/24/2025 6:36:55 AM
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49
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0
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5e
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Coming Soon
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