This site is games | books | films

Apophis,”God of Chaos, Darkness, and Destruction”

Apophis,"God of Chaos, Darkness, and Destruction"

Apep and Apophis are the same being – a giant serpent – in ancient Egyptian mythology, representing chaos and darkness and an enemy of the sun god Ra.

  • Pantheon: Egyptian Pantheon
  • Deity Title: God of chaos, darkness, and destruction
  • Deity Symbol: A snake, a coiled serpent, or a dragon
  • Home Plane: The Abyss (Currently imprisoned.)
  • Deity Level: Greater deity level
  • Alignment: Chaotic Evil
  • Aliases: Apep, Serpent of the Nile, Enemy of Ra
  • Superior: No superior deity
  • Traditional Allies: Set, other chaotic evil deities
  • Traditional Foes: Ra, Osiris, other lawful good or lawful neutral deities
  • Divine Artifact: The Staff of Apophis, a powerful artifact capable of summoning destructive energies
  • Servants: Demons, undead creatures, snakes and serpents
  • Servitor Creatures: Various types of snakes, dragons, and demonic creatures
  • Sacred Animal: Snakes and serpents
  • Manifestations: Manifestation of storms, earthquakes, and other natural disasters
  • Signs of Favor: The ability to summon destructive powers or control serpents and other reptilian creatures
  • Worshipers: Evil sorcerers, necromancers, and those who seek power through destruction and chaos
  • Cleric Alignments: Chaotic Evil, Chaotic Neutral
  • Specialty Priests: Necromancers, serpent summoners, storm callers
  • Holy Days: Summer solstice and various dates associated with chaos and destruction
  • Portfolio: Chaos, darkness, destruction, serpents, storms, natural disasters
  • Domains: Destruction, Chaos, Evil, Darkness, and Weather
  • Favored Weapon: A serpent-shaped staff or a spiked mace
  • Favored Class: Sorcerer, Necromancer, or Cleric
  • Favored Race: Snakemen, Yuan-ti, or other reptilian races
  • Duties of the Priesthood: To spread chaos and destruction, summon and control serpents, and perform sacrifices to Apophis
  • Major Cult/Temple Sites: Underground temples, ruined cities, and other locations associated with darkness and chaos
  • Benefits: The ability to control snakes and other reptilian creatures, summon destructive powers, and gain dark magical abilities.

Apophis is a fascinating figure from ancient Egyptian mythology, who is often portrayed as a giant serpent or dragon that embodies chaos and darkness. As the enemy of the sun god Ra, Apophis is known for his relentless pursuit of destruction and his unyielding desire to upset the natural order of the world.

As a character, Apophis is shrouded in mystery, with his motivations and goals not entirely clear. Some scholars believe that he represents the forces of chaos and disorder, seeking to bring about destruction and devastation. Others suggest that he may be a symbol of the natural world, which can be both beautiful and dangerous.

Despite his malevolent intentions, Apophis is a powerful and significant figure in Egyptian mythology. His battles with Ra and other gods are seen as crucial struggles that help to maintain the balance of the universe, and his defeat is celebrated as a triumph of order and light over chaos and darkness.

One of the most fascinating aspects of Apophis is his unyielding determination to upset the natural order of things. He is a formidable opponent for the gods, and his battles with Ra are often epic struggles that test the limits of the gods’ power.

Ultimately, Apophis is a complex and enigmatic figure, embodying the powerful forces of chaos and darkness that threaten to upset the delicate balance of the universe. His battles with the gods serve as a reminder of the ongoing struggle between order and chaos, and the vital importance of maintaining balance and harmony in the world.

Apophis, God of Chaos and Destruction

Apophis,"God of Chaos, Darkness, and Destruction"

Huge fiend (god), chaotic evil

Armor Class 25 (natural armor)

Hit Points 900 (50d20+400)

Speed 50 ft., fly 120 ft.

30 (+10)24 (+7)28 (+9)25 (+7)25 (+7)30 (+10)

Saving Throws Str +18, Dex +15, Con +17, Int +15, Wis +15, Cha +18

Skills Deception +25, Intimidation +25, Perception +15

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses truesight 120 ft., passive Perception 25

Languages Abyssal, Common, Draconic, Infernal, telepathy 120 ft.

Challenge 30 (155,000 XP)

Divine Awareness. Apophis knows if it hears a lie.

Divine Magic Resistance. Apophis has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If Apophis fails a saving throw, it can choose to succeed instead.

Magic Weapons. Apophis’ weapon attacks are magical.


Multiattack. Apophis can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 48 (8d10+10) piercing damage plus 14 (4d6) fire damage.

Tail. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 28 (4d8+10) bludgeoning damage plus 14 (4d6) lightning damage.

Frightful Presence. Each creature of Apophis’ choice within 120 feet of it and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Apophis’ Frightful Presence for the next 24 hours.

Legendary Actions

Apophis 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. Apophis regains spent legendary actions at the start of its turn.

Tail Attack. Apophis makes a tail attack.

Divine Magic (Costs 2 Actions). Apophis casts a spell from its list of domain spells.

Roar (Costs 3 Actions). Apophis unleashes a terrifying roar that shakes the ground within a 100-foot radius. Each creature other than Apophis within that area must succeed on a DC 26 Constitution saving throw or take 44 (8d10) thunder damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Divine Artifacts

Serpent Staff. Apophis carries a staff made of black iron, with the head of a serpent at the top. It functions as a magic quarterstaff that deals an extra 2d6 poison damage on a hit, and has the ability to cast the following spells:

  • Poison Spray (at will)
  • Darkness (3/day)
  • Cloudkill (1/day)

Lair Actions

On initiative count 20 (losing initiative ties), Apophis can take a lair action to cause one of the following effects:

  • The ground shakes violently, causing all creatures within 60 feet of Apophis to make a DC 25 Dexterity saving throw or be knocked prone.
  • The air around Apophis crackles with chaotic energy. Each creature within 60 feet of Apophis must succeed on a DC 25 Wisdom saving throw or take 22 (4d10) psychic damage and be confused for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Apophis summons 1d4 balors to fight for him. The balors appear within 60 feet of Apophis and act immediately after him in the initiative order.

Regional Effects

The region around Apophis is warped by its chaotic influence, which creates the following effects:

  • The weather is always stormy, with frequent lightning strikes and strong winds.
  • Plants within a 5-mile radius of Apophis wither and die, and the ground becomes barren and cracked.
  • All creatures within the region of Apophis have disadvantage on saving throws against spells and other magical effects.

Apophis, God of Chaos and Destruction CR 30

Apophis, God of Chaos and Destruction

LE Huge Outsider (chaotic, evil, extraplanar, mythic)

Init +7; Senses blindsight 60 ft., darkvision 120 ft., true seeing, Perception +38


AC 44, touch 19, flat-footed 40 (+15 armor, +7 Dex, -2 size, +14 natural)

hp 900 (50d10+600); regeneration 30 (cold iron, epic, or lawful)

Fort +34, Ref +31, Will +31 DR 20/epic and lawful; Immune poison; Resist acid 20, cold 20, electricity 20, fire 20; SR 41


Speed 50 ft., fly 120 ft. (perfect) Melee bite +46 (8d6+20/19-20 plus 4d6 fire), tail slap +46 (4d8+20 plus 4d6 electricity) Space 15 ft.; Reach 20 ft. (40 ft. with tail) Special Attacks frightful presence (DC 42), mythic power (9/day, surge +1d12), smite good (3/day, +7 to attack and damage) Spell-Like Abilities (CL 30th) At will – blasphemy (DC 30), desecrate, greater dispel magic, greater teleport, quickened fireball (DC 27), greater scrying (DC 29) 3/day – circle of death (DC 29), meteor swarm (DC 31), quickened greater dispel magic 1/day – symbol of death (DC 31), time stop


Str 30, Dex 25, Con 28, Int 25, Wis 25, Cha 30 Base Atk +50; CMB +62; CMD 79 Feats Awesome Blow, Critical Focus, Greater Weapon Focus (bite), Greater Weapon Focus (tail slap), Greater Weapon Specialization (bite), Greater Weapon Specialization (tail slap), Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike, Weapon Focus (bite), Weapon Focus (tail slap), Weapon Specialization (bite), Weapon Specialization (tail slap)

Skills Bluff +47, Fly +39, Intimidate +47, Knowledge (arcana, planes, religion) +47, Perception +38, Sense Motive +38, Spellcraft +47, Stealth +35 Languages Abyssal, Common, Draconic, Infernal SQ divine aura, divine magic, immortal, mythic traits, outsider traits, perfect fly Environment any (Abyss) Organization solitary Treasure triple standard


  • Divine Aura (Su) Apophis is surrounded by a powerful aura of chaotic and evil energy, which extends out to a range of 60 feet. All non-evil creatures within the aura must make a DC 42 Will save or become shaken for as long as they remain within the aura. Creatures that succeed at the save are immune to Apophis’ divine aura for 24 hours.
  • Divine Magic (Su) Apophis can cast any spell on its domain spell list at will, using its divine rank as its caster level. It can also cast any spell with the chaos or destruction descriptor at will.
  • Mythic Power (Su) Apophis can expend one use of mythic power to add +1d12 to any d20 roll it makes, after the roll is made but before the results are revealed. In addition, it can use its mythic power to cast any spell on its domain spell list or with the chaos or destruction descriptor as a swift action, without expending a spell slot.
  • Immortal (Ex) Apophis is immortal and cannot die from natural causes or age. It can only be destroyed through extraordinary means, such as epic spells or powerful artifacts.
  • Perfect Fly (Ex) Apophis can fly with perfect maneuverability and can even hover in place. It can also fly at its full speed while carrying a Heavy load.

Mythic Traits Apophis has the following mythic traits:

  • Amazing Initiative: It adds its mythic rank to its initiative checks.
  • Hard to Kill: It automatically stabilizes if brought below 0 hit points, and it does not die until its hit points are below a negative amount equal to its Constitution score + mythic rank.
  • Legendary Surge: It can expend one use of its mythic power to take an additional standard action during its turn, which can only be used to cast a spell or use a spell-like ability.
  • Mythic Saving Throws: It adds its mythic rank to all saving throws.
  • Mythic Spellcasting: Its caster level for mythic spells is equal to its Hit Dice + its mythic rank.
  • Perfect Senses: It can see perfectly in darkness of any kind and can see invisible and ethereal creatures as if they were visible.

Apophis, God of Chaos and Destruction is a fearsome opponent with incredible power and numerous abilities at its disposal. It can deal massive damage with its bite and tail slap attacks, and its spell-like abilities can decimate entire groups of enemies. Its mythic power and traits make it even more formidable, allowing it to act quickly and avoid being taken down easily. Its divine aura can also intimidate and weaken non-evil opponents, making it difficult to face in combat.

Scroll to Top