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Revision as of 18:10, 20 April 2019
Atropal (CR 30)
Lawful Evil - Large - Outsider (Undead) |
---|
Lore: | Know (Planes) | ||
60 | 78 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
64 | +54 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
3,466 | 1,733 | 63 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +33 |
Refl: | +28 |
Will: | +28 |
Strong Against:
- ER/-
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Weak Against:
- (Undead 1) Undead cannot be healed normally, but negative energy restores their health like healing.
Offense
Standard Attack (Melee):
- 1x Soul-Shredding Fangs +41 (1d4 points of Essence Destruction per hit)
as undefined damage type
Full Attack (Melee):
- 1x Soul-Shredding Fangs +41 (1d4 points of Essence Destruction per hit)
as undefined damage type - 2x Soul-Tearing Claws +42 (6d6+35/x2)
as undefined damage type
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
43 |
STR |
15 |
DEX |
— |
CON |
28 |
INT |
22 |
WIS |
42 |
CHA |
Skills:
- Bailiwick (Spellcraft): 59
- Bluff: 56
- Diplomacy: 56
- Intimidate: 56
- Perception: 54
- Sense Motive: 56
- All other skills: 46 (no ranks)
Languages: Stilth, Necril, Common, Enuncia (Telepathic) (all languages)
Feats:
- Whirlwind Attack (EFFECT: Make one melee touch attack against all foes within reach as a full-attack action)
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Azoic Aura (Ex) |
The mere existence of an Atropal is anathema to all other aspects of reality. They are surrounded by a humming, shimmering discontinuity effect, as their terrible presence erodes the very fabric of existence. At the start of the Atropal's turn, all creatures within 30 feet of the Atropal's space take points of negative energy damage (no save). This negative energy heals undead in the aura for the same amount.
|
Baleful Gaze (Su) |
As a swift action, the Atropal can make a ranged touch attack against any target it can perceive within 400 feet, as long as it has line of effect. Roll 1d20 plus . If the attack hits, the target takes 1d4 points of ability damage to INT, WIS and CHA, and the target is teleported to an unoccupied square adjacent to the Atropal. The target may make a Reflex save (DC ). If successful, the ability damage is halved (round up) and the teleport is negated. If there is no un-occupied, unblocked square adjacent to the Atropal, it may place their victim in any legal (unblocked, unoccupied) square it can see. If there are no legal squares, the teleport fails. |
Monstrous Magic (Su) |
Atropals are creatures of invincible, overwhelming, arcane might. Out of combat they can cast almost any spell at least a few times per day, but in battle, they fall back on a few favored tricks, their Monstrous Magic. They may invoke one of the below abilities as a standard action, once per round. They will choose which ability intelligently, to maximize their effectiveness in battle.
|
Fast Healing (Ex) |
The Atropal recovers from damage inflicted upon it with incredible speed, the well of negative energy that lives where its soul should be suffusing it with unholy vitality.
|
Spell Resistance (Ex) |
Atropals are horrifying things from the Outer Darkness, and very much not a natural part of the world. The seething magics which inhabit their awful forms make them hard to affect with many effects, and thus Atropals have Spell Resistance. If they are targeted by any spell or spell-like effect (see link for details), their attacker must make a Caster Check against a DC of . If the attacker fails to equal or exceed the DC, the effect does nothing. |
Atropal
All abominations are horrors. They are things which should not exist in the bright, sunny world of the Prime Plane. There are many sorts of abominations out in the Deep Dark, and of those, the Atropal are among the most terrible.
- Atropal are dark, horrendous things. Eye-witnesses to Atropal incursions on the Prime are rare, but they describe them as terrible floating fiends, dead and yet still aware, with the dreadful sound of their azoic aura as it gnaws away at the fabric of our reality everywhere they go.
- Atropal are powerful things, juggernauts of darkness that drift about when they are stillborn into our reality, sampling and examining. Normal creatures die in the presence of an Atropal, and their flesh is nearly instantly bound in service to the abomination. An Atropal incursion is usually discovered when the army of undead they generate simply by existing goes on a rampage. Atropal never negotiate, and only rarely try to communicate at all. Atropal are vastly intelligent, but their intelligence is of a different order from creatures.
- Atropal are both undead, and constructs. Atropal are made things, you see, although the agency of their creation seems to be embodied in the very fabric of reality itself. Atropal are also dead, the aborted remains of failed gods which do not go quietly into oblivion, but persist as stains upon reality.
- Atropal are very rare in the Prime Plane. Occasionally a Lich or Demi-Lich will manage to allow one into the world. The Atropal is completely beyond the power of most creatures on the Prime Plane to control, although that doesn't stop power-mad fools from trying. They make dandy weapons of terror for the very few who can manage them, and can be summoned within a kingdom that is troublesome and left to their own devices. Demons and Devils are cuddly little housepets compared to an Atropal.
- If you hear of an Atropal, and you are less than a world-striding epic hero, then go and get help. Do not confront the fiend, lest you become part of its world-destroying army. If you are a mighty epic hero, and your lessers come to you for help with an atropal incursion, then go, no matter your personal morals or ethics. Atropals are the enemies of everything.
Combat Tactics
If at all possible the Atropal will begin combat using its Gemini Twin. Essence destruction, the Monstrous Magic Harm, and Baleful Gaze are the main attacks. Note that baleful gaze used through the Twin will teleport the afflicted victim to the real Atropals location, which can leave an unfortunate victim alone with the abomination.
- Once the real location of the Atropal is located, the Atropal will use baleful gaze every round on any spellcasters or other targets outside of its aura. If a party is well prepared with buffs and defenses against the Atropal's dread attacks, it will use Destroy Magic to strip away as much of those defenses as it can.
- Atropals are very mobile and will fly around corners to cut line of sight and use Warp Sight to then ambush their foes.
- Whenever possible an Atropal will try to force attackers to close to within Azoic Aura range. It will also seek to prolong fights so its healing can work, and if in an area with low level mortals will use its Azoic Aura to spawn Mohrg's to serve as cannon fodder and potential upgrade to Greater Undead. Multiple Atropals will stack their Azoic Aura's if they can, so they can maximize the negative damage they inflict and heal one another.
- In melee, Atropals will use their Essence Destruction upon any melee attackers and then kill them slowly with their Azoic Aura. If surrounded by multiple attackers they will use whirlwind attack to hit all of them. If they are having trouble hitting a well-armored attacker they will use Harm repeatedly on that target to soften it up for the Azoic Aura to slay. If pressed, an Atropal will use Harm on itself as it flees, and then will use Warp Sight to double back and continue the attack.
- Good luck, you're going to need it.
Out of Combat
Perhaps the most frightening thing about the Atropal is their origin. The wisest scribes and sages have worked with the mightiest wizards and cleverest ciphers for thousands of years, and there is little doubt any longer. For every universe like the Prime Material that arises from the unknowable fount of creation, there are a trillion, trillion, trillion at least that never form completely. These universes trail away into the Outer Night and slowly rot and decay away, and when they have moldered to nothing their crystal spheres collapse and what is left is an Atropal.
- For every man and woman and child and plant and animal and insect upon the entire world, there are a billion Atropals floating in the Deep Dark. The numbers are certain, and expeditions to the Outer Night have confirmed it. There are more Atropal than all the Demons and Devils a billion times over.
- All that holds the Atropals away from our bright reality is the light and positive energy of our realms. But if you ever have to venture into the True Darkness, that mode of existence which lies behind the Hells, lies above the sky, you will find the Atropal waiting.
- Out of combat, Atropals have the ability to cast about any spell you can think of, once per day. They are vastly knowledgeable, and if you can persuade one not to kill you immediately they can provide enormous amounts of the most arcane and erudite knowledge imaginable. Atropals speak only in Stilth, but their telepathy allows them to communicate with anyone they wish to. Atropals don't view mortal denizens of the Prime Plane as anything other than amusing diversions and useful raw materials most of the time, and will happily pass the time in the most horrific amusements. For example, an Atropal will often use its Create Greater Undead power for hours at a time when fresh raw materials are available, trying to see what cool things it can make with a caster level of 30....
- Atropals on the Prime Plane usually kill a good supply of mortals, create an army of Mohrgs, and set the horde of Mohrgs to work killing other mortals and turning them into Zombies. Left to their own devices, a nest of Atropals will kill every living thing on an entire world and set up a dark kingdom of undeath for their own edification. If they have killed an entire world, a nest of Atropals will then seek to travel to other worlds and repeat the process for as long as they exist.
Rewards
XP: 9,840,000
Treasure: Sellable Goods worth 1,246,929 gp.
- Weight: 300 lbs. Volume: 12 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |