Gilded Apostate
Medium fiend, lawful evilArmor Class 16 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 19 (+4) | 14 (+2) |
Saving Throws Con +8, Wis +8, Cha +6
Skills Perception +8, Religion +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Celestial, Common, Infernal, telepathy 120 ft.
Challenge 12 (8,400 XP)
Bound in Silver. The gilded apostate is bound in silver chains, the Sun God’s punishment for the apostate’s betrayal. At the start of each of the apostate’s turns, roll a die. On an odd result, the silver chains burn the apostate, dealing 4 (1d8) radiant damage to it. On an even result, the apostate deals an extra 4 (1d8) radiant damage when it hits with any weapon that turn.
Devil’s Sight. Magical darkness doesn’t impede the gilded apostate’s darkvision.
Legendary Resistance (3/Day). If the gilded apostate fails a saving throw, it can choose to succeed instead.
Magic Resistance. The gilded apostate has advantage on saving throws against spells and other magical effects.
Silver Chains. The gilded apostate’s weapon attacks are magical and silvered.
Actions
Multiattack. The gilded apostate makes two attacks with its chains.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 16) if the gilded apostate isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the gilded apostate can see within 60 feet of it magically sprout razor-edged barbs and animate under the apostate’s control, provided that the chains aren’t being worn or carried.
Each animated chain is an object with AC 20, 20 hp, resistance to piercing damage, and immunity to psychic and thunder damage. When the apostate uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hp or if the apostate is incapacitated or dies.
Reactions
Greedy Gaze. When a creature the gilded apostate can see starts its turn within 30 feet of the apostate, the apostate can compel the creature to succumb to greed. If the creature can see the apostate, it must succeed on a DC 16 Wisdom saving throw or be incapacitated until the end of its turn as it gathers and holds all of its valuables tightly to it.
Legendary Actions
The gilded apostate can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The gilded apostate regains spent legendary actions at the start of its turn.
Attack. The gilded apostate makes one chain attack.
Move. The gilded apostate moves up to its speed without provoking opportunity attacks.
Gilded Sweep (Costs 2 Actions). The gilded apostate arcs its chains in a giant sweep around it. Each creature within 20 feet of the gilded apostate must make a DC 16 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one.
Divine Renewal (Costs 3 Actions; Recharge 5–6). The gilded apostate rips divine power from its deity. It regains 13 (3d8) hp and the area within 30 feet of the gilded apostate becomes dim light if it was bright light or darkness if it was dim light until the end of the gilded apostate’s next turn.