Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects.
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 10 (3d6) necrotic damage.
If the atropal is struck by a vorpal sword, the wielder can cut the atropal’s umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.
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.
Chain. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 20 (2d12+7) necrotic damage.
Ray of Cold. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.
Life Drain. The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 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 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.
Spell. The Abbathor uses a spell Phantasmal Force.
Ray of Cold (Costs 2 Actions). The atropal uses its Ray of Cold.
Life Drain (Costs 3 Actions). The atropal uses its Life Drain.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Abbathor takes a lair action to cause the effects described below
Energy Absorbtion. The Abbathor targets up to three creatures it can see within 120 feet of it. Each target must make a DC 19 Constitution saving throw. On a successful save, a creature becomes immune to this. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it , and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.
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