Legendary Resistance (5/Day). If Atropus fails a saving throw, it can choose to succeed instead.
Devourer. Atropus can choose to have any of his spells deal necrotic damage instead of their normal damage type.
Lord of Animation. When casting Create Undead, Atropus can always choose to create two mummies instead of the lower leveled undead without utilizing a higher spell slot.
Spellcasting. Atropus is a 30th-level spellcaster. His spellcasting ability is Charisma (spell save DC 30, +24 to hit with spell attacks). Atropus has the following spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost fire bolt
1st level (at will): detect magic, magic missile, shield, thunderwave
2nd level (at will): acid arrow, detect thoughts, invisibility, mirror image
3rd level (7 slots): animate dead, counterspell, dispel magic
4th level (6 slots): blight, dimension door, greater invisibility
5th level (6 slots): cloudkill, scrying
6th level (6 slots): disintegrate, circle of death, Create Undead
7th level (5 slots): finger of death, plane shift, teleport
8th level (4 slots): dominate monster, power word stun
9th level (3 slots): power word kill, meteor swarm, invulnerability
10th level (2 slots, Through The Tome of Eridanus): Arms of the Donjon
Turn Immunity. Atropus is immune to all saving throws against any effect that turns undead.
Multiattack. Atropus makes 2 Desolate Matter attacks or makes 1 Desolate Matter attack and casts a spell. In substitution of one of these options, Atropus can use Morte Aeterna or Dual Archaium.
Desolate Matter. Ranged Spell Attack: +24*+22*+20* to hit, reach 60 ft. Atropus surges an area with negative energy and crushes the area around a target within range. On a hit, the target takes 8d6 force damage.
Morte Aeterna (2/Day). Atropus causes the souls bound to The World Born Dead to rise from the ground and infest each creature's body, testing their fortitude against death itself. Each creature within 60 ft of Atropus must make a Constitution saving throw against Atropus' spell save DC to keep the souls from entering their bodies. Upon a failure, each creature takes 20d10 necrotic damage and is moved 15 feet in a direction of Atropus' choosing.
Dual Arhcaium (3/Day). Atropus raises his both hands, concentrating negative energy within his palms. Each creature in a 2 separate 10 ft radius spheres of his choice must make a Dexterity saving throw against Atropus' spell save DC. Upon a failure, the creature takes 12d8 necrotic damage and is stunned until the end of their next turn. On a success each creature takes half damage and is not stunned. If both creatures fail the saving throw, Atropus can make them swap places.
Superior Sorcery. As a bonus action, Atropus can enhance his the next single target spell of 3rd level or lower he casts, to target 3 different creatures.
Animation of Entropy. Upon killing a creature or seeing them die, Atropus may use his reaction to fill them with negative energy and bring them to undeath under his control. Additionally Atropus can choose to overload them with negative energy, feasting on their body. The creature's body explodes outward with this energy, shattering them. In addition, Atropus gains the creature's max HP as temporary HP.
Atropus can take 4 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 lich regains spent legendary actions at the start of its turn.
Enhanced Casting (Costs 1 Action). Atropus casts a spell of 3rd level or lower.
The Tome of Eridanus (Costs 3 Actions). Atropus casts a spell through The Tome of Eridanus.
6th Level (2 Slots). Gravity Fissure
7th Level (2 Slots). Reverse Gravity, Etherealness
8th level (1 slot). Dark Star, Reality Break
Event Horizon (3/day). A crushing void opens at a chosen point within 30 ft. All creatures within 20 ft of the chosen point must make a Dexterity saving throw against Atropus' spell save DC or be pulled to the center of the radius and take 6d8 bludgeoning damage. On a success a creature takes half damage and is not pulled.
Arms of the Donjon (2/day). Sever any blessing, strength, or pact gained by a mortal creature from any being that is not an Elder Evil, Primordial, or Nightmare. (DM's Discretion, For example; a Paladin/Cleric losing their Oath, a wizard losing their magic, major class features disappearing, etc. This is only reversible by casting Dispel Magic at 9th level with an 8 hour rest or by casting Wish).
Living Corpse. Atropus has 3 Tendrils connected from his back to his corpse, upon destroying a Tendril his spell save DC and spell attack bonus drops by 2. As a Mythic action Atropus regains 50hp for every Tendril he has attached.
Tendril. HP 200 / AC 20
Lair and Lair Actions
Atropus’ Lair
Overwhelming Undeath. All Necromancy spells cast in Atropus' lair are automatically cast 2 levels higher than intended.
Desecration. Celestials, Elementals, Fey, Fiends and Humans can't enter the area, nor can such creatures charm, frighten, or possess creatures within it.
The World Born Dead, the entire body of Atropus acts as his lair, seething with complete and utter undeath. The Corpse is completely uninhabitable and unwalkable to all creatures unless specifically designated by Atropus himself or with magic items allowing such passage. The Corpse acts as it's own realm, still on the Prime Material but overwhelmed with enough planar energy to begin separating from it.
Atropus encountered in his lair has a challenge rating of 35.
Lair Actions
On initiative count 20 (losing initiative ties), Atropus can take a lair action to cause one of the following magical effects; Atropus can’t use the same effect two rounds in a row:
- Atropus can cause a huge rift of souls to tear across an area, Atropus can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 foot thick, no creatures can see through the sea of souls that swim through the rift created. Any creatures in the area of the wall must make a DC 18 Dexterity saving throw or take 5d8 necrotic damage. A creature takes the same damage if it enters the wall or ends its turn there.
- Atropus targets one creature he can see within 30 ft. Two souls of pure negative energy apparate, one dashes into the target, the other wreathes Atropus in protective energy. Whenever Atropus takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Atropus takes half the damage from the attack, and the target takes the other half. This tether lasts until initiative count 20 on the next round or until Atropus is no longer on his Corpse.
- Atropus calls forth a soul wracked with negative energy that he devoured. This soul assaults one creature that Atropus can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 10 necrotic damage on a failed save, or half as much damage on a success. On the creature's turn it takes 10 necrotic damage for each 10 ft it physically moves, or half as much if it succeeded the save.
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Posted Oct 7, 2021Why on Toril did you think it was a good idea to let Atropus know Etherealness?
"A planet spontaneously appears. Roll initiative."