Magic Resistance. The Aspect of Atropus has advantage on saving throws against spells and other magical effects.
Negative Energy Aura. Creatures within 30 feet of the Aspect of Atropus can’t regain hit points, and any creature that starts its turn within 30 feet of the Aspect of Atropus takes 10 (3d6) necrotic damage.
Turn Resistance Aura. The Aspect of Atropus and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.
Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.
Ray of Cold. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.
Life Drain. The Aspect of Atropus targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The Aspect of Atropus regains a number of hit points equal to the amount of damage dealt.
Create Spawn (Recharge 5-6). Aspect of Atropus targets one deceased creature within 30 feet of it. In 1d4 rounds, this creature rises as a Ghast under Atropus' control.
Summon Meteors (Recharge 5-6). Aspect of Atropus sacrifices 10 Hit points in order to call down a torrent of meteors. All creatures (including Atropus) within a 100-foot radius must make a DC18 dexterity saving throw or take 10d6 bludgeoning damage and 10d6 fire damage, or half as much damage on a successful save.
The Aspect of Atropus 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 Aspect of Atropus regains spent legendary actions at the start of its turn.
Touch. Aspect of Atropus makes a touch attack.
Ray of Cold (Costs 2 Actions). The Aspect of Atropus uses its Ray of Cold.
Wail (Costs 3 Actions). Aspect of Atropus lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of Exhaustion
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.
Lair and Lair Actions
The Moonlets surface has no atmosphere capable of breathing. Creatures that breath the atmosphere take 50D6 damage per round.
The moonlet remains on the dark side of the world, keeping the planet between it and the sun. As a result, the surface of the moonlet is dark (Non magical Darkness) to all creatures on its surface.
The moonlet is a low-gravity environment. This has a number of effects, as follows.
• Increase speed for all movement types by 5 feet.
• A creature’s carrying capacity doubles, and it gains a +10 bonus on Strength checks made to lift or move heavy objects.
• Creatures gain a +10 bonus on Strength based skill checks.
• Creatures take a –2 penalty on ranged attack rolls however all ranged weapons double their range.
• Falling damage is reduced to 1d4 points of damage per 10 feet fallen.
The moonlet counts as being a minor negative-dominant environment. Each round a living creature remains within 60 feet of the moonlet’s surface, it takes 1d6 points of damage (when not in combat, it is easier to convert it to 35 points of damage per minute). A creature reduced to 0 hit points crumbles to ash. A Gentle Repose or similar spell prevents this damage (Dm Discretion).
Spells, and class abilities that do necrotic damage or are necromancy school, Always have maximized effects and damage. Regardless of what level a spell is cast at it always counts as max level.
Spells and Class abilities that do Radiant or Healing always have half effect.
Lair Actions
On initiative count 30 (losing initiative ties), the Aspect Of Atropus takes a lair action to cause one of the following effects; the Aspect Of Atropus can’t use the same effect two rounds in a row:
- Moonquake
Atropus creates a seismic disturbance at a point on the ground. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When the moonquake occurs, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked Prone.
Fissures. Fissures open throughout the area at the start of The Aspect of Atropus' next turn. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw (DC 13) or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
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