Gargantuan Undead (Titan), Chaotic Evil
Armor Class 21 (Natural Armor)
Hit Points 943 (46d20 + 460)
Speed 50 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
18 (+4)
WIS
20 (+5)
CHA
27 (+8)
Saving Throws STR +19, CON +19, WIS +14, CHA +17
Skills Athletics +19, Perception +14
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 500 ft. (blind beyond this radius), Passive Perception 24
Languages Understands all languages, but can only communicate with emotions, images, and simple messages through telepathy within 1,500 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Aura of Undeath. Any beast, dragon, giant, or humanoid that is dead within 120 feet of the Aspect of Atropus, must roll a d6 at the end of what would be the dead creatures turns. On a 1, the creature rises as an undead version of itself. Undead that are created in this way have no memories of their past life, their Intelligence and Charisma become 1, cannot cast spells, cannot activated magical items, and they are under the Aspect's control.

Detect Life. The Aspect of Atropus can magically sense the presence of creatures up to 10 miles away that are not undead or constructs. It knows the general distance and direction they are in but not their exact locations.

Immutable Form. The Aspect of Atropus is immune to any spell or effect that would alter its form.

Innate Spellcasting. The Aspect's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no components:

At will: Animate Dead, Create Undead, Darkness, Finger of Death

3/day each: Earthquake, Time Ravage

Legendary Resistance (5/Day). If the Aspect of Atropus fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Aspect of Atropus has advantage on saving throws against spells and other magical effects.

Magic Weapons.  The Aspect of Atropus’s weapon attacks are magical.

Negative Energy Aura. Creatures within 60 feet of the Aspect of Atropus cannot regain hit points, and any non-undead creature that starts its turn within 60 feet of the Aspect of Atropus takes 11 (2d10) necrotic damage.

Reformation. When the Aspect of Atropus dies, a new aspect is reformed on the moonlet side of Atropus in 1d10 days, regaining all its hit points, legendary resistances, and becomes active again.

Regeneration. The Aspect of Atropus regains 30 hit points at the start of its turn. If the Aspect of Atropus takes radiant damage, it regains only 10 hit points at the start of its next turn. The Aspect of Atropus dies only if it is hit by an attack that deals 30 or more radiant damage while the Aspect of Atropus has 0 hit points.

Turn Immunity. The Aspect of Atropus is immune to any effect that turns undead.

Undead Nature. The Aspect of Atropus does not require air, food, drink, or sleep.

Actions

Multiattack. The Aspect of Atropus can make two Siphoning Claw attacks.

Siphoning Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 42 (5d12 + 10) slashing damage plus 11 (2d10) necrotic damage. On a hit, the target must make a DC 25 Constitution saving throw. On a failed save, the targets Strength score is reduced by 1. This reduction lasts until the target finishes a long rest. The target dies if its Strength score is reduced to 0.

A greater restoration spell or similar magic can restore a creatures Strength score to normal.

Divine Scourge (1/Day). The Aspect of Atropus raises its arms out to its sides as a dark shadow washes into the minds and souls of all creatures within 100 miles of the Aspect. Any creature that is a celestial or a user of divine magic (a cleric, paladin, druid, ranger, or some other class the DM deems appropriate) must make a DC 25 Constitution saving throw. On a failed save, a creature takes 77 (14d10) necrotic damage, and the creature must roll a d4 to determine a random effect as listed below. On a successful save, a creature takes half damage and no other effects.

  • 1. The creature gains 1d4 levels of exhaustion.
  • 2. The creature is stunned for ten minutes. The creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
  • 3. The creature falls unconscious for 24 hours. The creature wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
  • 4. The creature falls to the ground incapacitated with pain for ten minutes. The creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
Bonus Actions

Disgorge Undead (Recharge 5–6). As a bonus action, the Aspect of Atropus can disgorge 1d6 greater zombie from its headless wound. The greater zombie appears in an unoccupied space within 10 feet of the Aspect of Atropus. The disgorged greater zombie acts on its own initiative count and is under the Aspects control.

Legendary Actions

The Aspect of Atropus can take 5 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 Aspect of Atropus regains spent legendary actions at the start of its turn.

Attack. The Aspect of Atropus makes one Siphoning Claw attack.

Charge. The Aspect of Atropus moves up to its speed.

Stomp (Cost 2 Actions). The Aspect of Atropus stomps its large feet on the grow. Each creature in a 10–foot cube originating from Aspect of Atropus must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 36 (5d10 + 10) bludgeoning damage plus 11 (2d10) necrotic damage and is knocked prone.

Wave of Exhaustion (Costs 3 Actions). A grey wispy wave of negative energy wafts from the Aspect of Atropus. All non–undead creatures within 60 feet of the Aspect of Atropus must succeed on a DC 25 Wisdom saving throw. On a failed save, a creature is under the effects of the Slow spell and gains one point of exhaustion until the end of the Aspect of Atropus's next turn. The Aspect of Atropus is not required to hold concentration on this ability.

Description

The Aspect of Atropus is an obese headless humanoid, gargantuan in size. The Aspect of Atropus is covered in boils, scars, and zits across its thick blubber like flesh. Four long sword like claws extend from each hand, two thick trunk like legs lumber its grotesque form along. The Aspect of Atropus stands about 50 feet tall and weighs about 35 tons.

Lair and Lair Actions

Lair Actions

The aspect can control the moonlet of Atropus itself to take lair actions. On initiative count 20 (losing initiative ties), the aspect takes a lair action to cause one of the following effects; the aspect can't use the same effect two rounds in a row;

  • The ground around the Aspect of Atropus violently shakes in a 100–foot–radius centered on the Aspect. All creatures in contact with the ground within the area must make a DC 23 Dexterity saving throw or fall prone.
  • Negative energy erupts from a point within 120 feet of the Aspect of Atropus. Each creature within a 30–foot–radius must make a DC 23 Constitution saving throw. On a failed save, a creature takes 16 (3d10) necrotic damage. Half damage on a successful save.
  • The aspect chooses a point within 120 feet of it. The moonlet then warps the space immediately near it, centered on this point. Each creature within a 30–foot–radius of the point must make a DC 23 Charisma saving throw. On a failed save, a creature is teleported to an unoccupied space within 90 feet of the aspect. That space must be on the ground or some other horizontal surface.

Regional Effects

The moonlet of Atropus is a barren, unforgiving wasteland of dread and despair, littered with undead, star spawn aberrations, and debris picked up from the countless worlds it annihilated. The following effects take place on and within 60 feet of the moonlet:

  • The moonlet remains on the dark side of the world, keeping the planet between it and the sun. As such, the moonlet is in total darkness.
  • The moonlet has a thin atmosphere permeated by a field of negative energy. It is not breathable, and creatures that suffocate in it are overwhelmed by the stench of rotting flesh.
  • Due to the moonlet's low gravity, creatures have their walking speed increased by 5 feet, only take 1d4 bludgeoning damage for each 10 feet they fall, and have their carrying capacities doubled.
  • Creatures take 1 necrotic damage for each minute that they spend on the moonlet. This damage cannot be reduced by resistance to necrotic damage. Constructs, star spawn, and undead are immune to this effect.
  • A creature that isn't a construct, star spawn, or undead that reaches 0 hit points dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand. Such a creature cannot be restored to life by any means.
  • The amount of hit points restored by magical healing is halved.
  • Spells and effects that attempt to restore life to dead creatures have no effect.
  • Spells that raise undead can animate or target twice as many creatures and take effect for twice their normal duration.

Previous Versions

Name Date Modified Views Adds Version Actions
1/26/2021 4:28:16 PM
11
0
--
Coming Soon
5/18/2021 9:25:27 PM
22
2
--
Coming Soon
6/5/2021 3:26:13 PM
34
0
--
Coming Soon
6/5/2021 7:41:17 PM
37
0
--
Coming Soon
6/8/2021 1:22:49 AM
41
0
--
Coming Soon
6/12/2021 3:47:13 AM
43
0
--
Coming Soon
6/12/2021 4:35:51 AM
46
0
--
Coming Soon
6/13/2021 2:17:23 AM
48
0
--
Coming Soon
10/9/2021 3:38:18 PM
61
1
--
Coming Soon

Monster Tags: Titanundead

DaemonSultan

Comments

Posts Quoted:
Reply
Clear All Quotes