Huge Undead (Human), Chaotic Evil
Armor Class 25 Void-Plate
Hit Points 500 (30d20)
Speed 60 ft.
STR
22 (+6)
DEX
22 (+6)
CON
22 (+6)
INT
25 (+7)
WIS
25 (+7)
CHA
20 (+5)
Saving Throws STR +15, DEX +15, WIS +16
Skills Arcana +6, Intimidation +6, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; All
Damage Immunities Necrotic, Poison
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 20
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Frightful Presence : Each creature of Atropus' choice within 5 feet of it and aware of him must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Atropus is within line of sight, 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 Atropus' Frightful Presence for the next 24 hours.

Turn Resistance. Atropus has advantage on saving throws against any effect that turns undead.

Marshal Undead. Unless Atropus is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Control Undead: Atropus can rebuke or command any undead in his realm.

Spellcasting. Atropus is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12to hit with spell attacks). Atropus has the following spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost, detect thoughts, levitate

1st level (6 slots): detect magic, magic missile, shield, thunderwave, command, compelled duel, searing smite

2nd level (4 slots): acid arrow, invisibility, mirror image, hold person, magical weapon

3rd level (4 slots): animate dead, counterspell, dispel magic, fireball, elemental weapon

4th level (4 slots): blight, dimension door, banishment, staggering smite

5th level (3 slots): cloudkill, scrying, destructive wave(necrotic)

6th level (2 slot): disintegrate, globe of invulnerability

7th level (2 slot): finger of death, plane shift

8th level (2 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Actions

Multiattack. Atropus makes 3 weapon attacks or 2 weapon attacks and casts one spell or one legendary action.

Dancing Scream Hoarder. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 11 (2d8+5) slashing damage.

  • When a living creature is hit with this weapon it must succeed on a DC 15 Wisdom saving throw or take an extra 5 hit points of psychic damage, as the death cries of the blade’s previous foes reverberate through the target’s very being.
  • When a 20 is rolled on an attack roll made with this weapon, the trapped screams fly from the blade to assail the psyche of the target with their full force. The target has no saving throw against the extra psychic damage, and must make a DC 17 Wisdom saving throw or suffer from short-term madness.
  • Atropus can use a bonus action to toss this magic sword into the air and speak the command word. When he does so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses his attack roll and ability score modifier to damage rolls.

    While the sword hovers, he can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of him. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

    After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to his hand. If he has no hand free, it falls to the ground at his feet. If the sword has no unobstructed path to him, it moves as close to him as it can and then falls to the ground. It also ceases to hover if he grasps it or moves more than 30 feet away from it.

Scream Stealer. Ranged Weapon Attack: +11 to hit, range 20/60 ft., 1 target. Hit: 5 (1d4 +5) piercing damage. Mid-Throw Atropus can use a bonus action to speak a command word to stop the dagger midair and activate the Cloud of Daggers spells.

  • If a living creature is hit with this weapon the creature loses the ability to speak for 1 minute.

Sphere of Annihilation. wonderous item, legendary:

  • This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

    The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

    The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

    If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

  Touch : Melee Spell Attack: +9 to hit, reach 5 ft., one creature. The mere touch of Atropus has the effect of the Chill Touch spell with a damage die of 4d8.

Bonus Actions

Command Word Control: Atropus speaks the command word "control" that activates the Scream Hoarder's dancing effect.

Command Word Storm: Atropus speaks the command word "storm" that activates the Scream Stealer's cloud of daggers spell.

Control Sphere of Annihilation: Atropus can use his mind to move the Sphere of Annihilation up to 25 feet in any direction, as long as the sphere has already been sent out. 

Shadow Step: Atropus can appear anywhere within his lair. To do this, he merely steps into one shadow and emerges from another at the desired location.

Control Undead: Atropus can issue a command to any one undead within his realm. 

Reactions

Parry. Atropus adds 6 to its AC against one melee attack that would hit it. To do so, Atropus must see the attacker and be wielding a melee weapon.

 Hellish Rebuke. Atropus points his  finger, and the creature that damaged him is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions

Atropus can make a legendary action as a reaction or in place of his spell casting attack.

Legendary Resistance (3/Day). If Atropus fails a saving throw, it can choose to succeed instead

Paralyzing Touch: Atropus uses his Paralyzing Touch.

Frightening Gaze: Atropus fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Atropus' gaze for the next 24 hours.

Disrupt Life : Each non-undead creature within 20 feet of Atropus must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Atropus is a menacing beast that has clawed his way out of the abyss and found a new home in the void-plane. After spending nearly a century within the void he began to master the void's arcane properties. Over time the already powerful creature harnessed the void to increase his power tenfold. Atropus has finally used his immense power to open a portal into the material plane, where he uses his power and influence to amass an army of the undead and other dark creatures in order to claim the world for his own. 

Long ago, Atropus, formerly known as Balimore Gloomcloak, was once a normal human, a man of large stature and immense strength. He lived in Etherium and served the Kingdom of Ulacil as a paladin, swearing an oath of loyalty to the king. Atropus fought for the kingdom of Ulacil for many years, working his way up to be the king's personal guard. Upon reaching this rank, Atropus soon discovered that the king was involved in many misdeeds and often indulged in twisted fantasies. Realizing the king was not the glorious man he was perceived to be enraged Atropus. In a fit of rage Atropus broke his oath, killed the king, and mutilated his body beyond recognition, before fleeing the kingdom. Atropus wandered aimlessly, stealing and killing whatever he pleased, all the while being hunted by soldiers of Ulacil, who wished to avenge their slain king. Atropus made it to the far east of Etherium, before being confronted by his pursuers. While Atropus was an expert swordsman, this was a fight he could not win, and he was fell by the small army that attacked him. Before his death Atropus swore a new oath, one to himself, an oath of vengeance, to destroy those who killed him. Over time Atropus' hatred for those of Ulacil morphed into a hatred for humanity as a whole. The burning hatred that dwells within him is what gave Atropus the strength to drag his way out of the Abyss.  

Atropus often wears a set of full plate armor, forged from void-metal, a physical manifestation of the void that has taken on metallic properties. This armor is not only nearly unbreakable, it is also jet black, cloaking Atropus in darkness. Wielding powerful weapons and items that emit the same dark aura that he does. 

Lair and Lair Actions

Atropus' lair is within a large sanctum, deep underground. The sanctum itself is pitch black and smells overwhelmingly of decaying flesh. While it is steeped in pure darkness Atropus can choose to light multiple torches at once, illuminating the area. The sanctum is littered with the corpses and riches of creatures of all types. At the center of the sanctum sits Atropus' throne, forged from bones and void crystals. 

Lair Actions

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

  • Atropus rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Atropus targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Atropus to the target. Whenever Atropus takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Atropus 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 Atropus or the target is no longer in his lair.
  • Atropus calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Atropus can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • Atropus can transport his entire lair, and all targets within it to the void until the lair's next turn. When in the void Atropus has advantage on all attacks and saving throws. All targets brought in to the void have 1/4 of their original movement speed and disadvantage on all attacks and saving throws.

Regional Effects

The region containing Atropus' lair is the epitome of evil, which creates one or more of the following effects:

  • Within 5 miles of Atropus lair, the entire area is steeped in darkness and decay.
  • Throughout the entire continent dark magic and evil creatures come in to existence. 

If Atropus dies, these effects fade over the course of 1d100 days.

FaultedSiamang

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