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Atropal

Atropal

Atropals were a race of unfinished immortals modeled after the gods, stillborn godlings, who spontaneously rose as undead abominations.

Existing solely to spread death and destruction, atropals roamed across the planes, hunting down any prey that came their way. Others were sealed away in forgotten delves. Most atropals’ appeared as malformed bloated, grotesque and unfinished obviously undead creatures with splotches of black afterbirth. Their skin was wet, wrinkled, and dead, while the head was

enraged and hairless. The creatures’ black eyes stared with vacantness as the entire undead body drooled, oozed, and secreted pungent ichor. Their skinny appendages had tiny, clawed hands while the legs were useless and atrophied. Unable to walk on the dead misshapen members, atropals always flew.

Some atropals resembled ghouls to an extent, with pale red skin, long tongues, and razor-sharp teeth. Most of the flesh of an atropal was rotted, with swollen joints and exposed bones. Unlike ghouls, however, atropals lacked eyes, having instead empty, skin-covered sockets.


Dread Atropal

Kain’s 5e Monstrous Manual – Page 45 – Dicefreaks

Huge Undead (titan), neutral evil
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Armor Class 17 (natural)
Hit Points 406 (28d12 + 224)
Speed fly 50 ft. (hover)
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STR 19 (+4) DEX 15 (+2) CON 26 (+8) INT 27 (+8) WIS 21 (+5) CHA 26 (+8)
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Saving Throws Con +15, Wis +12, Cha +15
Damage Vulnerabilities radiant
Damage Immunities cold, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities exhaustion, frightened, paralyzed, poisoned, prone
Senses truesight 120 ft., passive Perception 15
Languages understands Celestial; speaks obscene nonsense
Challenge 21 (33,000 XP)
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Legendary Resistance (3/day) If a dread atropal fails a saving throw, it can choose to succeed instead.

Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects.

Negative Energy Aura. Creatures within 60 feet of the atropal can’t regain hit points and any creature that starts its turn within 60 feet of the atropal takes 10 (3d6) necrotic damage.
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. The atropal can avoid this effect with a successful DC 23 Constitution saving throw, if it does so, it takes half of the damage the vorpal sword would have otherwise dealt.

Turn Resistance Aura: The atropal and any other undead creature within 60 feet of it has advantage on saving throws against any effect that turns undead.

ACTIONS
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Touch.Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (6d6) necrotic damage and the target must make a DC 23 Wisdom saving throw or suffer disadvantage to attack rolls and saving throws for 1 minute. This effect can be removed earlier with remove curse or similar magic.

Ray of Cold.Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 42 (12d6) cold damage and the target must make a DC 23 Dexterity saving throw or be restrained. A restrained creature can end the effect on itself by taking an action and succeeding on a DC 23 Acrobatics or Athletics check.

Life Drain The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 23 Constitution saving throw, taking 72 (16d8) necrotic damage on a failed save or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt.

Summon Wraith (Recharge 5-6): The atropal summons a dread wraith with maximum (234) hit points, which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner’s commands and can’t be controlled by any other creature. The wraith vanishes when it drops to 0 hit points or when its summoner dies.

LEGENDARY ACTIONS
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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: The atropal uses its Ray of Cold.

Wail (Costs 2 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 23 Constitution saving throw or gain 1 level of exhaustion.

Atropal

Atropal
Size/Type:Large Undead (Evil, Extraplanar, Lawful)
Hit Dice:66d12 (792 hp hp)
Initiative:+6 (+2 Dex, +4 Improved Initiative)
Speed:5 ft., fly 240 ft. (perfect)
Armor Class:51 (–1 size, +2 Dex, +40 natural), touch 12, flat-footed 49
Base Attack/Grapple:+33/+53
Attack:Touch +49 (2d6 Con drain/19-20) melee touch
Full Attack:2 touches +49 (2d6 Con drain/19-20) melee touch, eye ray +30 (Energy Drain damage/19-20) ranged touch
Space/Reach:10 ft/10 ft.
Special Attacks:Constitution drain, Energy Drain (2d4 Energy Drains, fort=DC 59), spell-like abilities, summon nightcrawler
Special Qualities:Abomination traits, undead traits, rebuke/command undead, regeneration 20, SR 42, DR 15/good and epic and silver, negative energy aura
Saves:Fort +22, Ref +26, Will +43
Abilities:Str 43, Dex 15, Con â€“, Int 28, Wis 22, Cha 42
Skills:Bluff +85, Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge (arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense Motive +75, Spellcraft +84, Spot +77
Feats:Alertness, Cleave, Dodge, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability, Run, Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack, Devastating Critical (touch), Overwhelming Critical (touch), Undead Mastery, Zone of Animation
Environment:Any
Organization:Solitary
Challenge Rating:30
Treasure:Standard
Alignment:Always lawful evil
Advancement:67–80 HD (Large); 81–100 HD (Huge)
Level Adjustment:—

An atropal’s natural weapons are treated as epic, evil, and lawful-aligned for the purpose of overcoming damage reduction.

Combat

Spell-Like At will—animate dead, blasphemy, greater create undead, create undead, cone of cold, desecrate, greater dispel magic, finger of death, greater invisibility, plane shift, slay living, speak with dead, spectral hand, greater teleport, unholy aura; 5/day—haste, project image, weird. Caster level 30th; save DC 26 + spell level.

The save DCs are Charisma-based

Rebuke/Command Undead (Su): Atropals can rebuke or command undead as a cleric with a level equal to the atropal’s HD + 6.

Negative Energy Aura (Su): A 30-foot-radius spread negative energy aura spreads from each atropal. All undead in the field (including the atropal) are treated as if having turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten Energy Drains unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).

Constitution Drain (Su): When the atropal hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The atropal heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a fortitude save (DC 59). The DC is Charisma-based.

Energy Drain (Su): When the atropal hits with a ranged touch attack (a ray of darkness that it shoots from one eye to a range of 400 feet), the resultant Energy Drain bestows four Energy Drains, or eight Energy Drains on a critical hit. For each Energy Drain bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a critical hit, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a fortitude save (DC 59) for each Energy Drain. If successful, the Energy Drain goes away with no harm to the creature; otherwise, the creature’s level decreases by one. The DC is Charisma-based.

Regeneration (Ex): Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons).

Summon Nightcrawler (Sp): Five times per day an atropal can summon a nightcrawler.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to Energy Drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

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