Without Cutting the Threads, There Will Be No Death. When Atropos is outside of his lair no one can die.
Legendary Resistance (4/Day). If Atropos fails a saving throw, it can choose to succeed instead.
Magic Resistance. Atropos has advantage on saving throws against spells and other magical effects.
Born of the Night. Atropos the Fated Void deals doubled damage to those effected by the Blyte and celestial creatures.
Blyte. When a creature becomes effected by the Blyte they take double necrotic damage and radiant damage they deal is halved.
Multiattack. Atropos can use You Dare Challenge Fate Itself? It then may make up to five attacks: one with its bite, one with its claws, one with its horns, one with its tendrils, and one with its spikes.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 26 (4d8 + 8) slashing damage.
Horns. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 32 (4d10 + 8) piercing damage.
Spikes. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit: 26 (4d8 +10) bludgeoning damage.
Tendrils. Melee Weapon Attack: +10 to hit, reach 15ft., Up to three targets. Hit: 20 (2d12 +8)) slashing damage. Target hit must succeed on a DC 15 strength save or be grappled.
Casting Darkness. Ranged Weapon Attack: +10 to hit, reach 15ft., one target. Hit: 26 (3d12 +8)) piercing damage.
You Dare Challenge Fate Itself? Every creature within 120 feet of Atropos and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Atropos is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is impervious to the Atropos' next attack and this ability for the next 24 hours. Also activates at the start of combat.
Embrace Your Fate. (Recharges on a rolled 10 on a d10) Target creature makes a DC 18 Con save or become under Atropos' control, causing them to turn on their former allies. A creature can repeat the saving throw at the end of each of its turns. Works like concentration.
Tell Me, Are You Scared of the Dark? Once Atropos is at half health, every creature in combat is transported to Nyarlathotep and must succeed on a DC 17 Wisdom saving throw or become frightened for a minute and blinded for a turn. If the creature is canonically scared of the dark, they automatically fail this check.
Blood and Darkness! Every attack Atropos hits on, target must make a DC 12 Constitution save or become effected by the Blyte, lasts until end of turn.
An Eye For An Eye. Atropos does a claw attack on himself as a bonus action (Which is doubled damage), if it hits, he adds 1d10 to each attack he makes this turn.
Spirits of Old, Become My Blade Once More. Atropos harnesses one of the cut threads of the dead gods at random and gains a buff based off of which god it is. Only lasts one turn. (All of which are stealable.)
Hignath, The Blade of Tuhnock (7) Hignath's spirit adds 1d4 to any attack until that start of your next turn
Themself, The Hidden One (6) Themself's spirit adds 1d6 to any and every Dex check and save until the start of your next turn
Ignus, The Flame for the Truth (5) Ignus's spirit adds an extra 1d8 to any fire damage until the start of your next turn
Helena, The Careful Guide (4) Helena's spirit sheds bright light around you for 40 ft. and all creatures who start their turn within that range must make a DC 15 Con stave or be blinded until the end of your next turn
Mavla, The Inspiring Bard (3) Mavla's spirit allows you to add 1d8 to any checks or attack as if you had bardic inspiration. The effect will fade if not used within 2 turns
Beleneer, The Mighty Protector (2) Beleneer's spirit reduces 1/3 of all damage from attacks targeting you until the start of your next turn
Silvermon, The Marked Martyr (1) Silvermon's spirit causes all aggravation to be turned to you. All enemies will attempt to reach and attack you at any costs until end of turn. However you are not without hope as you can reduce all damage dealt to you by 2d8 until end of turn
Atropos can take 4 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. Atropos regains spent legendary actions at the start of its turn.
Attack. Atropos makes one claw attack or spike attack.
Move. Atropos moves up to half its speed
Heed My Call, Mother (Costs 2 Actions). Atropos moves up to 1.5 times its normal movement as it steps into the void and can move without causing attacks of opportunity.
I Crafted the Very Spells You Cast (Costs 3 Actions). Atropos replicates target spell and chooses a new target.
I Was Born in It. Molded By It. (Costs 3 Actions). Atropos will move to a enemy within reach and pull a Bane, raising them above his head before attempting to break their back on his knee. Target must succeed a DC 18 Con saving throw or be paralyzed for 1 minute. (Whoever gets what this is from first gets inspiration)
Atropos can take 1 mythic action. He may use it whenever in the fight but he only gets one.
PUT THESE FOOLISH AMBITIONS TO REST. If Atropos drops to 0 he instantly uses this ability and is at 1 HP instead. He becomes impervious to all attacks and deals an extra 2d10 damage with each attack. In addition he is impervious to all magical attacks and a thundercloud with a 10 ft. cube around him forms until the end of combat. If a player were to end their turn within the cloud they take 2d10. All attacks made on him will add a -2 to hit.
Description
Toren: A grey humanoid, his legs looking like they could bend backwards, his hands are clawed and a gold mask rests atop his head. Spikes face backwards on his shoulders and a crackle of lightning can sometimes be seen in his eyes. If they try to look closely they can see the strings flowing in his face and from his spikes.
Atropos: A now beautiful creature floats before them. The gold mask now covers his face as shadows and thread seems to surround and flow from him.
He is agile and fast, he may not be the heaviest hitter but he can evade easily. He is smart as he is a god, yet not entirely caught up with newer technology as he was banished. He has wandered the Feywild claiming to be a changeling and spreading rumors of "The Fate" which is what his alias would be.
Lair and Lair Actions
Tell Me, Are You Scared of the Dark? Once Atropos is at half health, every creature in combat is transported to Atropos' Lair and must succeed on a DC 17 Wisdom saving throw or become frightened for a minute and blinded for a turn. If the creature is canonically scared of the dark, they automatically fail this check.
Nyarlathotep. Atropos' Lair is an endless void held within a small orb. It acts on initiative 20 and a d8 will be rolled every round. First round is always activates Let's Make This Interesting. and will not act again until the Void Spawn are dead.
Let's Make This Interesting. (8) Atropos disappears and Void Spawn equal to the party number appear. The Void Spawn have 50 health and will heal the creature that did the final blow to max health. Once one of the Void Spawns are killed all the others heal to max health. With each killed Void Spawn, Atropos heals for 20 hp.
You Thought I Stopped at Darkness? (7) A large thunder wave is shoot out from Atropos as dark storm clouds fill the arena, rolling to hit up to two creature in the Lair, including Atropos, dealing 2d12 lightning damage and for his next turn he deals an extra 1d8 lightning damage.
You Wouldn't Hit One of Your Own Would You? (6) Atropos takes on the appearance of the closest party member to him and takes on their stats as if just after a long rest, including weapons but keeps his health points.
A Breath of Fresh Air. (5) Atropos heals for 8d8 and a large gust moves across the arena, pushing everyone away from Atropos unless they make a DC 18 strength save.
Lets Take a Walk Down Memory Lane. (4) The Void changes to an area previously explored by the party with its gimmicks.
To Unwind One of Matt's Threads. (3) Pulls a Ghostlight final move. If you dont get that womp womp, spectral orbs rolling 2d6 7-9 is a success and 10-12 is a crit. Can trigger Tell Me Are You Scared of The Dark?
Your Fate is Already Decided. (2) The void pulls in a random creature. Creature must make a DC 18 Intelligence saving throw or take 3d10 +10 psychic damage and be stunned for 1 minute. Target can repeat the saving throw at the end of their turn. A success ends the effect of the ability. Upon leaving the stunned condition and making the save, target will find they have memories of family and friends they now realize never existed at all. If the initial save is made, nothing happens.
LETS GO GAMBLING! (1) If a 1 is rolled on the d8, roll a d20. 1; damage against Atropos is doubled this turn. 2-5; Atropos' AC is reduced by 2. 6-9; the entire party gets +1 to hit for this turn. 10; nothing happens. 11-14; Atropos gets +1 to hit for a turn. 15-19; Atropos gains 1 more legendary action for the rest of combat (not stackable) 20; Atropos deal doubled damage to one member of the party for a turn.
The Fate's Fate. When Atropos dies the gods' spirits return and are restored to their bodies, their orbs each returning and
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