Huge Undead (Titan), Typically Lawful Evil
Armor Class 12
Hit Points 540 (40d12 + 280)
Speed 0 ft., Fly 150 ft. (hover)
STR
30 (+10)
DEX
15 (+2)
CON
24 (+7)
INT
26 (+8)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws CON +16, WIS +15, CHA +19
Skills Arcana +17, Perception +15
Damage Vulnerabilities Radiant
Damage Resistances Fire
Damage Immunities Cold, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 500 ft., Truesight 120 ft., Passive Perception 25
Languages Abyssal, Celestial, Common, Infernal, Telepathy 1,000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Regeneration. The atropal regains 10 hit points at the start of each of its turns, so long as it has 1 hit point.

Divine Resistance. Whenever the atropal fails a saving throw, it can choose to succeed instead. Whenever the atropal succeeds on a saving throw in this manner, it regains two less legendary actions at the start of its next turn.

Titan. As a titan, the atropal's attacks are considered magical, it has advantage on saving throws against spells and other magical effects, it cannot have it's form changed against its will, and it cannot be targeted by divination magic or be perceived through scrying sensors.

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 18 (4d8) 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. Additionally, all undead allies of the atropal that start their turn within the affected area are immune to the effects of Turn Undead and similar effects.

Actions

Multiattack. The atropal makes three attacks: one with its Touch of the Grave, one with its Cold Ray, and one with its Life Drain. The atropal can replace one of these attacks with a use of Spellcasting.

Touch of the Grave. Melee Spell Attack: +19 to hit, reach 10 ft., one target. Hit: 62 (8d12 + 10) necrotic damage. If the target is a living creature, it must make a DC 27 Constitution saving throw or have its Constitution score is reduced by 1d4. If a creatures Constitution score is reduced to 0, it dies.

Life Drain. Melee or Ranged Spell Attack: +19 to hit, reach 10 ft. or range 60 ft., one target. Hit: The target loses 43 (6d10 + 10) hit points, and the atropal regains a number of hit point equal to half of what the target lost.

Cold Ray. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 37 (6d8 + 10) cold damage. If the target is a creature, its speed is reduced to 0 until the end of the atropal's next turn.

Spellcasting. The atropal casts one of the following spells without providing material components, using Charisma as the spellcasting ability (save DC 27, +19 to hit with spell attacks):
At will: animate dead (as an action), create undead (as an action), cone of cold, dispel magic, finger of death, plane shift, speak with dead, teleport
5/day each: haste, project image, weird

Summon Nightshade (Recharge 5-6). The atropal summons a nightwalker into an unoccupied space it can see within 300 feet of it. A nightwalker summoned in this manner acts in initiative immediately after the atropal, The atropal can take this action 5 times per Long Rest.

Legendary Actions

The atropal can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Strike. The atropal makes a Ray of Cold attack.

Undying Will (Costs 2 Actions). The atropal makes a Life Drain attack, or uses Spellcasting.

Summon Nightwalker (Costs 3 Actions). The atropal recharges, or uses its Summon Nightshade action.

Description

Atropals are a race of unfinished immortals modeled after the gods, stillborn godlings, who spontaneously rose as undead abominations. Existing solely to spread death and destruction, atropals roam across the planes, hunting down any prey that came their way. Others were sealed away in forgotten delves. 

Most atropals' appear as malformed bloated, grotesque and unfinished obviously undead creatures with splotches of black afterbirth. Their skin is wet, wrinkled, and dead, while the head is enlarged and hairless. The creatures' black eyes stared with vacantness as the entire undead body drooled, oozed, and secreted pungent ichor. Their skinny appendages have tiny clawed hands while the legs are useless and atrophied. Unable to walk on the dead misshapen members, atropals always fly

Some atropals resemble ghouls to an extent, with pale red skin, long tongues, and razor-sharp teeth. Most of the flesh of an atropal is rotted, with swollen joints and exposed bones. Unlike ghouls, however, atropals lack eyes, having instead empty, skin-covered sockets.

Tw4tboi

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