Gargantuan Undead, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 343 (19d20 + 74)
Speed 50 ft.
STR
25 (+7)
DEX
18 (+4)
CON
23 (+6)
INT
18 (+4)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws INT +11, WIS +10, CHA +13
Skills Perception +11
Damage Resistances Cold, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 500 feet (blind beyond this radius), Tremorsense 1 mile, Truesight 120 ft., Passive Perception 20
Languages All, Telepathy up to 1000 feet
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the Aspect of Atropus fails a saving throw, it can choose to succeed instead.

Life Eater. When a creature within 120 feet of the aspect is reduced to 0 hit points, it dies, and the creature can't be revived by any means. The creature is then raised as an angel of decay under the aspect's control. Constructs and undead are not affected by this feature.

Innate Spellcasting. The aspect's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no components:

At will: circle of deathcreate undead
1/day each: meteor swarmpower word kill

Turn Resistance. The aspect has advantage on saving throws against any effect that turns undead.

Unyielding Essence. The aspect is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or influence its thoughts or behavior

Magic Weapons. The aspect's weapon attacks are magical

Divine Scourge (1/Day). As a bonus action, each creature within 100 miles of the aspect that is a celestial or a user of divine magic (a cleric, paladin, druid, ranger, or some other class the DM deems appropriate) must make a DC 22 Constitution saving throw. A target takes 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a target also suffers one level of exhaustion.

Limited Magic Immunity. Unless it wishes to be affected, the aspect is immune to spells of 2nd level or lower. It has advantage on saving throws against all other spells and magical effects.

Negative Energy Aura. Any non-undead creature that starts its turn within 30 feet of the aspect takes 7 (2d6) necrotic damage. Furthermore, non-undead creatures can only regain hit points with a successful DC 16 Wisdom check. On a failed roll, the target instead takes necrotic damage equal to half the hit points it would have regained.

Actions
Legendary Actions

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.

Charge. The aspect moves up to its speed.

Life Drain. The aspect targets one creature it can see within 120 feet of it. The target must make a DC 17 Constitution saving throw, taking 17 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The aspect regains a number of hit points equal to half the amount of damage dealt.

Slam. The aspect makes a slam attack.

Waves of Exhaustion (Costs 2 Actions). The aspect emits waves of negative energy in a 90-foot cone. Each non-undead creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 21 (6d6) necrotic damage and suffers one level of exhaustion. On a successful save, a target takes half as much damage, and suffers no increase in exhaustion level.

Description

Atropus is the harbinger of death and apocalypse, an undead celestial being that brings decay across the night sky. Atropus, although speculated to be the “horrific manifestation of the first stillborn god” or “the ichor of a long-dead god of death,” was once a primordial created by Ao. From the unholy and shadowy matter of the abysses of the Astral Sea spawned a horrible being of potent power: Atropus. He warred against the titans and the gods to assume control of the universe, to twist it into oblivion and wipe all life to extinction. Many gods fell to his blades and magic, but in the end, the might of the divine struck him down, severing his head from his body. From the corpse and blood that spilled from his death, the Shadowfell was formed, a warped and dark visage of the Material Plane and the world the Corpse Star would see as proper. The dark energies that surrounded Atropus became the Dark Powers that remained in the Shadowfell, eventually attracting the sinister and undead races to the plane. His head was sent into the Far Realm, his dark power imprisoned within a shell of jagged rock, held together by the necromancy that permeated his mind. There, Atropus sat in waiting, longing for the annihilation of the gods and all life, twisting the minds of many to set out to free him. He is the unspoken king of the shadows, a world of death and rot, and the true master of Strahd and all others within the Domains of Dread.

Lair and Lair Actions

The aspect can control the moonlet of Atropus itself to take lair actions. On initiative count 20 (losing initiative ties), the aspect takes a lair action to cause one of the following effects; the aspect can't use the same effect two rounds in a row:

  • The aspect innately casts the earthquake spell (save DC 25), requiring no components. This earthquake lasts for one round, and does not require concentration to maintain.
  • Negative energy erupts from any fissure created by the earthquake spell, requiring any creature in or above them to make a DC 25 Constitution saving throw. A creature takes 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
  • The aspect chooses a point within 100 feet of it. The moonlet then warps the space immediately near it, centered on this point. Each creature within a 30-foot-radius of the point must make a DC 25 Charisma saving throw. On a failed save, a creature is teleported to an unoccupied space within 90 feet of the aspect. That space must be on the ground or some other horizontal surface, but can also be the bottom of a fissure created by the earthquake spell.
KingDagon

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