Gargantuan Undead (Titan), Lawful Evil
Armor Class 17 Natural armor
Hit Points 1276 (88d20 + 352)
Speed 120 ft., Walk 5 ft.
STR
18 (+4)
DEX
6 (-2)
CON
18 (+4)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +19, WIS +19
Skills Arcana +19, History +9
Damage Resistances Psychic, Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 240, Truesight 120, Passive Perception 19
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Godlike Mind. The Atropal can concentrate on two concentration spells at the same time.

Immutable Form. The Atropal is immune to any spell or effect that would alter its form.

Innate Spellcasting.

The Atropal's innate spellcasting ability is Wisdom (spell save DC 24). It can innately cast the following spells, requiring no material components:

  • At will: cause fear, crown of madness, darkness, levitate,

  • 5/day: blight, enervation,

Legendary Resistance (5/Day). If the Atropal fails a saving throw, it can choose to succeed.

Magic Resistance. The Atropal has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Atropal's melee attacks are magical

Negative Energy Aura. Creatures within 30 feet of the Atropal can't regain hit points, and any creature that starts its turn within 30 feet of the Atropal takes 13 (3d8) psychic damage. If the Atropal is struck by a vorpal weapon, the wielder can cut the Atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the Atropal loses this feature.

Regeneration. The Atropal regains 50 hit points at the start of its turn. If the Atropal takes radiant damage roll a d20, on a 10 or lower this trait doesn't function at the start of the Atropal's next turn. The Atropal has disadvantage on the roll if it takes 50 or more radiant damage at once.

Spellcasting. The Atropal is an 26th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 24, +19 to hit with spell attacks). The Atropal has the following wizard spells prepared:

Cantrips (at will): chill touch, light, mage hand, message, minor illusion, prestidigitation, ray of frost, true strike,

1st level (6 slots): charm person, detect magic, false life, identify, mage armor, ray of sickness, shield, sleep, thunderwave, witch bolt,

2nd level (5 slots): blindness/deafness, blur, detect thoughts, hold person, mind spike, misty step, ray of enfeeblement, suggestion,

3rd level (5 slots): animate dead, bestow curse, counterspell, dispel magic, lightning bolt, nondetection, vampiric touch,

4th level (5 slots): banishment, confusion, dimension door, greater invisibility, hallucinatory terrain, phantasmal killer, polymorph,

5th level (5 slots): bigby's hand, cone of cold, danse macabre, dream, hold monster, scrying, telekinesis,

6th level (4 slot): chain lightning, circle of death, create undead, disintegrate, globe of invulnerability, mental prison,

7th level (4 slot): finger of death, forcecage, mirage arcane, power word pain,

8th level (3 slot): abi-dalzim's horrid wilting, feeblemind, maddening darkness, maze,

9th level (3 slot): meteor swarm, power word kill, shapechange, time stop,

Turn Resistance Aura. The Atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.

Actions

Life Drain. The Atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 24 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The Atropal regains a number of hit points equal to half the amount of damage dealt. The targets hit point maximum is also reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Summon Wraith (Recharge 6). The Atropal summons 1d4+1 Wraiths which materializes within 60 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The Wraith vanishes when it drops to 0 hit points or when its summoner dies.

Touch. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 46 (8d8+10) cold damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wail of Enfeeblement. (Recharge 4-6). The Atropal lets out a withering wail. Any creature within 60 feet of the Atropal that can hear the wail must succeed on a DC 24 Constitution saving throw or the target's Charisma, Intelligence and Wisdom score is reduced by 1d4. The target dies if this reduces any of it's ability scores to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Reactions

Spell Reflection. If the Atropal makes a successful saving throw against a spell by means other than using it's legendary resistance, or if a spell attack misses it, the Atropal can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the Atropal. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is re-rolled against the chosen creature.

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. The Atropal regains spent legendary actions at the start of its turn.

Cantrip. The Atropal casts a cantrip.

Touch. The Atropal makes a touch attack.

Innate Spellcasting (2 actions). The Atropal uses it's innate spellcasting feature.

Spellcasting (3 actions). The Atropal casts a spell of 8th level or lower.

Wail (Costs 3 Actions). The Atropal lets out a withering wail. Any creature within 120 feet of the Atropal that can hear the wail must succeed on a DC 24 Constitution saving throw or gain 1 level of exhaustion.

Description

Atropals are stillborn godlings that spontaneously rise as undead. sometimes evil necromancers that attempt to become gods themselves fail and become Atropals with near-godlike power. A soul-numbing cold comes before and follows after an Atropal, the life energy of heroic adventurers and creatures is suppressed in it's foul aura, and the life force of lesser creatures is extinguished. An Atropal is black with after-birth, malformed and unfinished, and obviously undead. It's wet, wrinkled and bloated humanoid body is surmounted by a hairless overlarge head. It's eyes are glassy vacant. It constantly drools it's stinking ichor as it mouths obscenities in an ancient tongue. It's arms too slender and it's tiny hands end in cruelly sharpened nails 6 feet long, while its legs are atrophied, dead things that hang useless below it an Atropal never walks but always floats.

Lair and Lair Actions

An Atropal’s Lair

When an Atropal rises, the gods cringe, and seek to banish the horrid revenant by sealing it away in a separate plane or or beneath the crypts of dead civilizations. Woe to the adventuring party or ancient archeologist who untombs an Atropal, once released, the Atropal kills everything in an ever widening swath until it is somehow neutralized. Atropals of incredible power may have been power hungry necromancer's who attempted to become gods. An Atropal's lair is often deep underground a crypt of an long-dead civilization or trapped within a complex stronghold by the gods on another plane of existence. Alternatively, some powerful Atropals who hold near-godlike power construct secret tombs filled with powerful guardians and traps.

Everything about a Atropal’s lair reflects its keen mind and wicked cunning, including the magic, mundane traps and mazes that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the Atropal’s plans to true god-hood.

An Atropal encountered in its lair has a challenge rating of 30 (96,000 XP).

Lair Actions

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

  • The Atropal rolls a d8 and forces one creature inside it's lair to lose a spell slot of that level or lower, the Atropal then gains a spell slot equal to the one lost. If a target has no spell slots of that level or lower, nothing happens.
  • The Atropal targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Atropal to the target. Whenever the Atropal takes damage, the target must make a DC 24 Constitution saving throw. On a failed save, the Atropal takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Atropal or the target is no longer in the Atropal’s lair.
  • The Atropal conjures a sphere of energy from the negative plane around itself. All creatures within 60 feet of the Atropal lose any resistances or immunity's until initiative count 20 on the next round.

Previous Versions

Name Date Modified Views Adds Version Actions
9/5/2020 12:15:51 PM
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1.0
Coming Soon
9/8/2020 11:41:39 AM
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2
2.0
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Monster Tags: Titanundead

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

Keylith_The_Mage

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