Atropal by Mesozod
Atropal, Greater
Gargantuan undead (titan), any evil alignment
Armor Class 20 (natural armor)
Hit Points 462 (25d20 + 216; bloodied 231)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 12 (+1) | 26 (+8) | 25 (+7) | 20 (+5) | 25 (+7) |
Saving Throws Dex +8, Con +15, Wis +12, Cha +14
Skills Arcana +14, Deception +14, Insight +12, Perception +12
Damage Resistances piercing
Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, paralyzed, poisoned, prone
Senses darkvision 240 ft., truesight 120 ft., passive perception 22
Languages understands Celestial but utters only obscene nonsense, telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Deific Resistance. If the atropal fails a saving throw, it can spend a legendary action to re-roll the save with advantage.
Immutable Form. The atropal is immune to any spell or effect that would alter its form.
Limited Magic Immunity. The atropal is immune to cantrips and has advantage on saving throws against spells and other magical effects of 6th level or lower and any creature that makes a spell attack of 6th level or lower against the atropal has disadvantage on the attack roll.
Magic Weapons. The atropal’s weapon attacks are considered magical weapons for overcoming resistances.
Marshal Undead. Unless the atropal is incapacitated, it and undead creatures of its choice within 90 feet of it have advantage on saving throws against features that turn undead.
Negative Energy Aura. Creatures within 60 feet of the atropal can’t regain hit points, and any creature that starts its turn within 60 feet of the atropal takes 21 (6d6) necrotic damage. In addition, creatures with less than 50 hit points that start their turn in the aura must make a DC 20 Constitution saving throw or die.
A creature that dies because of this aura rises, if the atropal wishes, at the start of the atropal’s next turn as a
Specter under the control of the atropal
ACTIONS
Multiattack. The atropal makes two attacks: any combination of Touch and Ray of Cold attacks.
Touch Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 35 (10d6) necrotic damage and the target must make a DC 22 Constitution saving throw or suffer one level of exhaustion.
Ray of Cold. Ranged Spell Attack: +14 to hit, range 180 ft., one target.
Hit: 36 (8d8) cold damage and the target must make a DC 22 Constitution saving throw or be paralyzed until the end of the atropal’s next turn.
Life Drain. The atropal targets one creature it can see within 120 feet of it. The target must make a DC 22 Constitution saving throw, taking 81 (18d8) necrotic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the atropal regains hit points equal to half 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.
Innate Spellcasting. The atropal’s spell casting ability is Intelligence (spell save DC 22, +14 to hit with attack spells). Atropal can innately cast the following spells, requiring no material components:
At-will:
animate dead, create undead, dispel magic
3/day each:
finger of death, greater invisibility, plane shift, teleport
1/day each:
project image, (un)holy aura, weird
Summon Wraiths (Recharge 5-6). The atropal summons 1d4 wraiths, which materializes within 60 feet of it in unoccupied spaces it can see. The wraiths obey the atropal’s commands and can’t be controlled by any other creature. A wraith vanishes when it drops to 0 hit points, the atropal dies, or the atropal dismishes it with a bonus action.
LEGENDARY ACTIONS
The atropal 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. If the atropal has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The atropal regains spent legendary actions at the start of its turn.
Attack. The atropal makes a Touch or Ray of Cold attack.
Teleport. Atropal teleports to an unoccupied space it can see within 180 feet of it.
Spellcasting (Costs 2 Actions). The atropal casts a spell.
Life Drain (Costs 3 Actions). The atropal makes a Life Drain attack.
Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 240 feet of the atropal that can hear the wail must succeed on a DC 22 Constitution saving throw or suffer 1 level of exhaustion.