Legendary Resistance (5/Day). If the aspect fails a saving throw, it can choose to succeed instead.
Anathematic Secrecy. The aspect is always under the effects of the nondetection spell, and it has advantage on saving throws against spells and other magical effects produced by divine spellcasters (i.e. Clerics, Druids, Paladins, etc.).
Thrive on Death. Whenever the aspect, or a creature under its control reduces a living creature to 0 hit points the aspect gains a number of temporary hit points equal to the creatures level or CR. Temporary hit points gained in this manner can stack.
Death Aura. The aspect exudes negative energy in a 30-foot radius around it. Each undead creature within the affected area regains 10 hit points at the start of each of its turns and it gains immunity to effects that turn undead. Each living creature within the affected area cannot be resistant or immune to necrotic damage, and takes 10 necrotic damage at the start of each of its turns.
Multiattack. The aspect uses Drain Life, or Spellcasting (to cast a spell other than Meteor Swarm). It then makes two Slam attacks.
Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) force damage plus 9 (2d8) necrotic damage. If the target is a living creature, it can't regain hit points until the end of the aspect's next turn.
Spellcasting. The aspect casts one of the following spells, requiring no material components using Charisma as the spellcasting ability (save DC 25):
At will: blight, circle of death, create undead (as an action)
3/day each: abi-dalzim's horrid wilting, finger of death, symbol (as an action)
1/day each: meteor swarm, reality break
Drain Life. The aspect targets one living creature it is aware of within 120 feet of it and wreathes it in negative energy. The target must make a DC 25 Constitution saving throw taking 55 (10d8 + 10) necrotic damage and have disadvantage on ability checks and saving throws until the end of the aspects next turn on a failed saving throw, or half as much damage on a successful one. If the necrotic damage dealt would reduce the affected creature to 0 hit points, it dies and raises as a devourer under the aspects control at the start of its next turn.
Rain Dread (Recharge 5-6). The aspect summons a vile portal centered on a point it is aware within 1 mile of it that is at least 50 feet in the air. Three orbs of coalesced dread shoot forth from the portal, making impact on points of the aspects choice within 1 mile of the portal. Each creature within 40-feet of an impact point must make a DC 25 Dexterity saving throw taking 35 (10d6) thunder damage plus 35 (10d6) necrotic damage, become frightened of the aspect until the end of its next turn, and gain 1 level of exhaustion on a failed saving throw. On a successful save, an affected creature takes half as much damage and suffers no other detrimental effects. If a creature is in the affected area of two or more impacts, it is only affected once.
Divine Scourge (1/Day). The aspect unleashes a portion of Atropus' true power. Each divine spellcaster and Celestial creature within 1,000 miles of the aspect must make a DC 25 Constitution saving throw taking 30 points of necrotic damage, being unable to regain hit points for 1 minute, and having disadvantage on all ability checks, attack rolls, and saving throws until the end of the aspects next turn on failed saving throw. On a successful save, an affected creature takes half as much damage and only disadvantage on ability checks and attack rolls until the end of the aspects next turn.
The aspect 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 aspect regains spent legendary actions at the start of its turn.
Strike. The aspect makes a Slam attack.
Vile Will (Costs 2 Actions). The aspect uses Spellcasting (to cast a spell other than Meteor Swarm, or uses Drain Life.
Apocalyptic Dread (Costs 3 Actions). The aspect recharges, or uses its Rain Dread action.
Description
Atropus is as much a place as it is a being. It is a small moonlet spinning through the void, waiting to be ensnared by the pull of the planets it nears. To those on the surface of the chosen world, the elder evil appears as a speck in the sky. At night it is almost invisible, blending in with the darkness, but during twilight and dawn, it looks like a moving pinhole of darkness. As it draws closer and its sign intensifies, it grows, expanding from a tiny dot to a small disk until it dominates the sky. Pitted and slick with the black slime of the putrid amniotic fluid of its birth, it hangs above, always drifting away from the light of the sun and lurking overhead when the sun has fled. It has the appearance of a huge chunk of black stone, but from certain angles, it looks like a great hairless head, black eyes glassy and soulless. Atropus has no understandable personality and no inclinations other than craving the destruction of all living things. This rock is not uninhabited: Undead conjured from the darkest nightmares infest it. These horrors claim the craters for themselves, flitting through the shadows, ravenous for the energy of the living. The master of them all is the focus, an extension of Atropus’s will. The focus is a headless, human-shaped creature with flesh fossilized during Atropus’s endless roaming through the cosmos. Closer inspection reveals that its foul body shares the same hideous coating that wells up from the rents and fissures on the moonlet’s surface.
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