Spellcasting. Atemos's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components.
At Will: Detect Magic, Spiritual Weapon +19 to hit, (21)4d8+3 damage.
3/day each: Dispel Magic, Fear, Invisibility
1/day: Teleport
Magic Resistance: Atemos has advantage on saving throws against spells and other magical effects.
Magic Weapons: Atemos's weapon attacks are magical.
Rampage. When Atemos reduces a creature to 0 hit points with a melee attack on his turn, he can take a bonus action to move up to half his speed and make a bite attack.
Frightful Presence. Each creature of Atemos choice that is within 120 feet of him and aware of him must succeed on a DC 21 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 the Atemos Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day). If Atemos fails a saving throw, he can choose to succeed instead
Multiattack: Atemos makes three flail attacks. If an attack hits, he can cause one of the following additional effects, either of his choice or at random (each effect can be used only once per Multiattack).
1. The attack does an extra 13 (2d12) bludgeoning damage.
2. The target must succeed on a DC 17 Wisdom saving throw or be affected by the Confusion spell until the start of Atemos's next turn.
3. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Atemos's next turn.
Whip. Atemos extends the reach of his flail to 30ft and makes a flail attack against one target. The target must succeed on a DC 22 Dexterity saving throw or be pulled within 5 ft of Atemos.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 4 (1d10 + 9) piercing damage.
Flail. Melee Weapon Attack: +16 to hit, reach 15 ft. or range 30/60 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage, or 15 [rollable](1d12 + 9).
Atemos 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. Atemos regains spent legendary actions at the start of his turn.
Charge. Atemos moves up to his speed.
Swat Away. Atemos makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from him. If the saving throw fails by 5 or more, the target falls prone.
Savage (Costs 2 Actions). Atemos makes a bite attack against each creature within 10 feet of him.
Meat Shield (Costs 2 Actions). Atemos can place a single gnoll, hyena, or goul that is within 30ft in front of himself to absorb damage.
Description
After fusing with Yeenoghu, Atemos became the new Gnoll Lord and ruler of the Death Dells.
Atemos is a humanoid male, standing at around 5'6" and appearing about 18 years old. His teeth are sharpened into points and his hair is a short cropped undercut, colored a rich chocolate brown with black roots. His left eye is a dull hazel while the right is a bright crimson.
He can summon a three headed flail named A.T.E.M.O.S. (Awesome Transdimensional Enervating Mastercrafted Obfuscating Sentinel) at will.
Lair and Lair Actions
Atemos's lair in the Abyss is called the Death Dells. After submitting and combining consciousnesses with Yeenoghu, he was free to warp the land as he pleased. The once barren hills and ravines were replaced by a large open plain, covered in yellowing, waist high grass. It's outer ridges are covered in destroyed forests and burnt down villages, populated with bones and skeletons of those who were killed. The inner portion of the lair is surrounded by black jagged peaks, hiding away the sanctuary inside. Within the peaks lies a small, lush forest. It's filled with denthias and hydrangeas, and populated by small deer. The forest is cut off from the rest of the layer, residing in the very center. Within 1 mile of the outskirts of the sanctuary, large iron spikes grow out of the ground and stone surfaces. Atemos holds the skulls of the slain on these spikes. Gnolls, hyenas, and ghouls hunt around the outer barriers, chasing unfortunate mortals trapped there.
Lair Actions
On initiative count 20 (losing initiative ties), Atemos can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row.
- Atemos causes an iron spike—5 feet tall and 3 inches in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
- Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them
- Each gnoll or hyena that Atemos can see can use its reaction to move up to its speed.
Regional Effects
The region containing Atemos's lair is warped by his magic, creating one or more of the following effects:
- Within 1 mile of the outskirts of the sanctuary, large iron spikes grow out of the ground and stone surfaces. Atemos holds the skulls of the slain on these spikes.
- All werewolves and lycanthropes begin to take 2d6 necrotic damage as they enter within 10 feet of the lair. The damage increases by 1d6 for every mile advanced closer.
- Felines and cat-like races are inflicted with 20d10 damage upon entering the Death Dells.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
3/27/2021 3:46:23 AM
|
40
|
0
|
--
|
Coming Soon
|
Comments