Huge Undead (Titan), Chaotic Evil
Armor Class 7
Hit Points 530 (18d12 + 450)
Speed 0 ft., Fly 50 ft.
STR
19 (+4)
DEX
5 (-3)
CON
25 (+7)
INT
25 (+7)
WIS
19 (+4)
CHA
24 (+7)
Saving Throws CON +14, WIS +11
Damage Vulnerabilities Radiant
Damage Immunities Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 14
Languages understands Celestial but utters only obscene nonsense
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects. It cannot be effected by spells of 2nd or lower unless willing.

Negative Energy Aura. Creatures within 15 feet of the atropal can’t regain hit points, and any creature that starts its turn within 5 feet of the atropal takes 3d6 necrotic damage. Creatures within this range have disadvantage on death saving throws and con checks to remove exhaustion. On a roll of 4 or lower fails 2 death saves.

Quelling Aura. The area in the room containing the atropal is warded from the influence of the divine. Deities cannot sense or communicate with creatures in the area, divine interventions in the area fail except on a roll of 00, and cleric and paladin spell slots count as one level lower in the area. Paladins and Clerics in this space cannot regain spell slots.

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.

Turn Resistance Aura. The atropal cannot be turned, and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.

Legendary Resistance. 3/day

Impose Death. (4/day) When a creature the Atropal can see within 120 feet succeeds on a death save the Atropal can turn it into a failure.

Actions

Multiattack. The atropal makes two attacks with its life suppressing touch, one of which it may replace with its disrupt holy or its death gaze.

Life Suppressing Touch. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 38 (6d10 + 5) necrotic damage and the target must succeed on a DC 21 Constitution saving throw or have its hit point maximum reduced to its current hit points until it completes a short or long rest.

This attack is made at advantage against a creature climbing on the atropal.

Disrupt Holy. The Atropal targets one holy spellcaster within 30 feet. That target must make a DC 22 saving throw (wisdom for clerics, charisma for paladins) On a fail the target is unable to use their divine powers until the end of the Atropal's next turn and takes 3d6 necrotic damage.

Death Gaze. One creature within 120 ft. that the atropal can see must succeed on a DC 21 Dexterity saving throw or take necrotic damage equal to half their current hp. A creature under the effects of Protection from Evil and Good or Death Ward has advantage on this saving throw.

Necrotizing Beam (Recharge 5-6). Each creature in a 300 ft. long, 15 ft. wide line from the atropal must succeed on a DC 21 Constitution saving throw or take 105 (10d10 + 50) necrotic damage, or half as much on a success.

A creature that fails by 5 or more loses 1d12 unexpended hit dice, then drops to 0 hit points if it has no unexpended hit dice remaining.

Reactions

Counter Healing. If a creature within 120 feet of the Atropal would regain HP it instead takes that much necrotic damage.

 

Legendary Actions

The atropal can take 3 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 atropal regains spent legendary actions at the start of its turn.

Touch. The atropal makes a touch attack.

Ray of Cold (Costs 2 Actions). The atropal uses it's disrupt holy ability

Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 21 Constitution saving throw or gain 1 level of exhaustion.

Monster Tags: Titan

LordPanzi

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