Gargantuan Monstrosity, Neutral Evil
Armor Class 18
Hit Points 550 (30d20)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws CON +13, CHA +17
Damage Vulnerabilities Necrotic
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Passive Perception 18
Languages Abyssal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/day): If Atyr should fail a saving throw, it may choose to succeed instead.

Spellcasting. Atyr is a 20th level spellcaster. Its spellcasting ability is INT (spell save DC 18, +10 to hit with spell attacks). Atyr has the following spells prepared:
3rd level (5 slots): Fear

Actions

Multi Attack: Atyr makes 2 attacks, 1 with its fists and 1 with its bolt

Fists: Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 4d8+8 fire damage. 

Primal Bolt: RangedWeapon Attack: +8 to hit, range 200 ft., all targets in 10 ft wide line. Hit: 3d6+8 fire damage and 3d6+8 acid damage.

Legendary Actions

Atyr may make 3 legendary actions but only 1 per turn. It regains 1 action at the end of its turn.

Primal Horror (Costs 2 Action): Atyr casts the spell Weird

Primal Shriek (Costs 1 Action): Atyr lets out an ear splitting shriek. All creatures within 60 ft must make a DC 18 CHA saving throw. On a fail, they are frightened until the end of their next turn.

Primal Rage (Costs 1 Action): Atyrs body surges with energy. It has advantage on all attacks made this turn and any spells cast that use damage dice gain an extra dice.

Mythic Actions

The Beast Inside: Atyr whispers inside the heads of all nearby creatures. They must succeed a DC 18 CHA saving throw or suffer the following effects:

  • The creatures cannot speak, read or write for 1 minute. 
  • The creatures cannot use any weapons or magic that they have access to
  • The creatures have disadvantage on any saves made against being frightened
  • The creatures grow fur, claws and spines, gaining +1 bonus to their AC and their unarmed strikes now use a d4 for damage. 
  • The creatures cannot regain hit points by any means.
  • After 1 minute has passed, the creatures must again make a DC 18 CHA saving throw or continue to suffer the effects.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DancePartyShep

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