Huge Monstrosity, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 150 (4d20 + 75)
Speed 50 ft., Fly. Can hover
STR
16 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws STR +6, DEX +5, CON +5
Damage Vulnerabilities Thunder
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Darkvision 250 ft., Truesight 120 ft., Passive Perception 13
Languages All, Telepathy 500 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Lunar Radiance: If Apocolothoth is underneath direct moonlight that covers 100% of their body, their Hit Points are doubled.

Lycanthrope Control. When a creature afflicted with Lycanthropy (whether they are aware of it or not) comes within 250 ft. of Apocolothoth, they must make a DC 15 Wisdom Saving Throw. On a failure, they must take their first action to transform into a Werewolf. When in Werewolf form, each turn they must make another DC 15 Wisdom Saving Throw. On a success they keep control of themselves. On a fail, they attack their allies. They must make this Wisdom Save each turn until they succeed. 

Spellcasting. Apocolothoth can use certain spells, but only at their spell level. Spell Save DC is 12.

Cantrips (at will):
Eldritch Blast: 
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: lnstantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

1st level (2 slots): 
Bane:
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of their choice that they can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Entangle:
Casting Time: 1 action
Range: 90 feet
Components: V,S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away

2nd level (2 slots):
Blur:
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Their body becomes blurred, shifting and wavering to all who can see them. For the duration, any creature has disadvantage on attack rolls against them. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Blindness/Deafness:
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
They can blind or deafen a foe. Choose one creature that they can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 

Actions

Multi-attack: Apocolothoth can either;

  • Attack with both hands, then cast a spell
  • Attack with their wings, then cast a spell
  • Attack with their wings, then both hands

Unarmed Strike: Melee Attack:  Apocolothoth can reach out, elongating their arms up to 5ft. longer, and strike out at up to 2 targets. +4 to hit, reach 10 ft., 1 or 2 targets. Hit: 6 (2d4 + 5) bludgeoning damage. If using multi-attack, roll for both attacks.

Buffeting Wings: Ranged Attack: Using their wings, Apocolothoth can force a strong gust of air forwards in a 75ft. cone. Any creature within range must succeed on a DC 13 Dexterity Saving Throw. Any creature that fails is pushed back 10ft. taking 1d6 points of force damage, and knocked prone. On a success, the creature takes half damage and stays standing.

Reactions

Opportunity Attack: Apocolothoth can make an opportunity attack whenever a hostile creature leaves their reach.

Legendary Actions

Apocolothoth can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Apocolothoth regains spent legendary actions at the beginning of their turn.

False Moonlight: 1 Action. Centering from Apocolothoth, a bright off-grey light erupts from them in a 50ft. sphere. Any creature caught in the blast must make a DC 12 Constiution Saving Throw. On a failure, the creature takes 1d4 radiant damage, and is blinded until their next turn. On a success, the damage is halved, and the creature is not blinded.

Lunar Essence:  1 Action. Using this legendary action, Apocolothoth can regain 2d6+2 Hit Points.

Purge:  3 Actions. Using this legendary action, Apocolothoth can remove all negative effects against them, and weaken all nearby Celestial entities, causing every stat, attack, save, and spell save DC of Celestial entities to reduce by half.
*Warning*  Purge takes all three legendary actions to occur. This can only be used if no other legendary action had been taken during the round, and taking this action means that Lunar Essence and False Moonlight can't be used until Apocolothoth's next turn.

Description

Apocolothoth The False Moon God is a massive monstrous creature. No one knows exactly where they hailed from, but when they appears in the prime material plane, they immediately go to work, hunting down the Lunar God, if any exist. Upon killing, or imprisoning the original Lunar God, Apocolothoth takes it's place, and feeds off the worship of the original Lunar God's followers.

Apocolothoth does almost exactly what their predecessor did, but after taking root, begins to transform their will towards it's true mission. Chaos. Those who inhabit lands near Apocolothoth are normally unaware that their original god had been replaced. 

Apocolothoth is a being of hideous design. Their gender is up to the DM to decide, as it doesn't represent one gender more than any other. They are eerily thin, with long arms and legs that seem to be able to extend an extra 5 ft. With long wiry dark grey hair, that covers their face, no one has seen what Apocolothoth truly looks like. They wear long, tattered and filthy robes that seem to float along with the wearer. 

Protruding from Apocolothoth's back, are large wings that barely move, except when making attacks. The wings themselves are bare, just large black spines that protrude from Apocolothoth's back, resembling skeletal wings of a bat. 

Their skin is almost fully decayed, just a thin dark dark grey that barely stretches over their entire body. 

Lair and Lair Actions

A cavern, deep in a mountain. Apocolothoth resides in a large opening above a deep pit, floating above it. 

Lair Actions

On initiative count 20 (losing initiative ties), Apocolothoth takes a lair action to cause one of the following effects; they can’t use the same effect two rounds in a row:

  • Collapsing Tremor: A tremor ravages the cavern, causing chunks of rock to fall. Each creature within the cavern (Apocolothoth included) must make a DC 10 Dexterity Saving Throw. On a success they dodge the falling rocks. On a failure, they take 1d8 Bludgeoning damage.
  • Ceiling Shatter: The ceiling of Apocolothoth's cavern begins to collapse. Roll a d20, the number rolled is how many feet of sunlight, or moonlight is now visible due to a newly formed hole in the ceiling. When enough moonlight breaks through to cover 100% of Apocolothoth's body, their Lunar Radiance ability kicks in. 

 

Monster Tags: NPChumanoidmonstrosity

Habitat: Mountain

DarthPraxel

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