Huge Celestial (Titan), Any Lawful Alignment
Armor Class 24 Metal
Hit Points 600 (30d20 + 10)
Speed 60 ft., Walk 100 ft.
STR
20 (+5)
DEX
15 (+2)
CON
23 (+6)
INT
22 (+6)
WIS
26 (+8)
CHA
28 (+9)
Senses Blindsight, Passive Perception 15
Languages All Knows all Knows all due to him knowing all things.
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Atlas wrath. When you attack roll one extra dice. When you are blinded, charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned, or unconscious then one other player becomes the same Condition.

 

Actions

Phase Beam. When used it does 2d20 Radiant Damage.

ATLAS sword. melee weapon attack: +12 to hit, reach 10 ft., 2 targets. Hit: 10 (2d12 + 8) Radiant damage. 

ATLAS bow. Ranged Weapon Attack: +18 to hit, range 200/400 ft., 5 targets. Hit: 20 (2d10 + 5) Radiant damage.

Legendary Actions

ATLAS beam (Costs 3 Actions). ATLAS charges up a death ray and shoots at the players doing 2d20 Radiant damage to all players.

Description

A strange entity that is well feared. The A.T.L.A.S destroys all in its path. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • A strange magic is in the air. A large energy burst happens and does 10d4 Necrotic damage.
  • The ATLAS sends out bolts of lightning doing 2d12 Lightning.

Regional Effects

The region containing a legendary Atlas’s lair is made of strange magic, which creates one or more of the following effects:

  • Two Sentinels come out of the floor and attack the players.
  • One Quad warps into the Lair and attacks the players.

If the ATLAS dies, these effects fade over the course of 1d4 days.

ThestrongestDragonBorn

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