Apophisis
Medium undead, neutral evil
Armor Class
13 (16 with Mage Armor)
Hit Points
82 (11d8 + 33)
Speed
30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Damage Resistances
Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
Senses
Darkvision 60 ft., passive Perception 13
Saving Throws
Dex +6, Wis +5
Skills
Perception +5, Stealth +6
Languages
Common, Draconic, Elven
Challenge
6 (2,300 XP)
Spellcasting. Apophisis is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Apophisis has the following sorcerer spells prepared:
-
Cantrips (at will): ray of frost, chill touch, mage hand, prestidigitation
-
1st level (4 slots): charm person, detect magic, mage armor, shield
-
2nd level (3 slots): darkness, suggestion
-
3rd level (2 slots): counterspell, fly
Regeneration. Apophisis regains 10 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water. If Apophisis takes radiant damage or damage from holy water, this trait doesn’t function at the start of Apophisis’ next turn.
Spider Climb. Apophisis can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Apophisis has the following flaws:
- Forbiddance. Apophisis can’t enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. Apophisis takes 20 acid damage when she ends her turn in running water.
- Stake to the Heart. Apophisis is destroyed if a piercing weapon made of wood is driven into her heart while she is incapacitated in her resting place.
- Sunlight Hypersensitivity. Apophisis takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Actions
Multiattack. Apophisis makes two attacks, one with her bite and one with her claws.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Apophisis can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Apophisis, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Apophisis regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Lair Actions
On initiative count 20 (losing initiative ties), Apophisis takes a lair action to cause one of the following effects:
- Apophisis creates fog as though she had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- The barge lets out a long low gong sound. All creatures within 100 feet who can hear that are not undead must make a DC 13 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save and half as much damage on a successful one.
Regional Effects
The region surrounding Apophisis’ barge is warped by her unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants wilt within 500 feet of the boat. This effect lasts for the next 24 hours.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move and flit about as though alive.
- A creeping fog clings to the ground and water within 500 feet of Apophisis’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
- Anyone traversing the water within 500 feet of her lair feels things pull and snag on their watercraft, garments, and feet while they are in or near the water. While this does not impede their movement, it is disconcerting
If Apophisis is destroyed, these effects end after 2d6 days.