Atropal (5e Creature)

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Atropal[edit]

Huge undead (titan), lawful evil


Armor Class 18 (natural armor)
Hit Points 792 (48d12 + 480)
Speed 10 ft., fly 80 ft. (hover)


STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 30 (+10) 24 (+7) 22 (+6) 28 (+9)

Saving Throws Wisdom +15
Skills Arcana +16, Deception +18, History +16, Insight +15, Intimidation +18, Perception +15, Persuasion +18, Religion +16
Damage Resistances cold, fire
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft., darkvision 120 ft., truesight 120 ft., passive Perception 25
Languages Abyssal, Celestial, Infernal; telepathy 1,000 ft.
Challenge 30 (155,000 XP)


Alert. The atropal gains a +5 bonus to initiative rolls. The atropal can't be surprised while conscious, and other creatures don't gain advantage on attack rolls against it as a result of being unseen by it.

Immutable Form. The atropal is immune to any spell or effect that would alter its form.

Innate Spellcasting. The atropal's innate spellcasting ability is Wisdom (save DC 22, +15 to hit with spell attacks). The atropal can cast the following spells, requiring no material components:

At will: arcane hand (as a 9th-level spell), cone of cold (as a 9th-level spell), dispel magic (as a 5th-level spell), greater invisibility, elemental bane (necrotic; as a 9th-level spell), nondetection (self only), plane shift, speak with dead, teleport
5/day: haste, mislead, weird

Legendary Resistance (3/Day). If the 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 30 feet of the atropal that aren't undead can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage if it's not undead. Any humanoid that dies within this aura becomes a nightshade zombie under the atropal's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Additionally, undead within 30 feet of the atropal have advantage on saving throws against any effect that turns undead. When an undead starts its turn within this aura, including the atropal, it regains 20 hit points if it has at least 1 hit point and didn't take radiant damage since the start of its last turn.

Turn Immunity. The atropal is immune to effects that turn undead.

ACTIONS

Multiattack. The atropal uses its Withering Touch twice and its Death Ray once.

Withering Touch. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 35 (8d6 + 7) necrotic damage. The target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Death Ray. The atropal forces one creature within 120 feet of it that it can see to make a DC 22 Constitution saving throw. On a failed save, the target takes 88 (13d8 + 30) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. On a successful save, the target takes half as much damage, and its hit point maximum is not reduced. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack becomes a nightshade zombie under the atropal's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn.

Summon Nightcrawler (Recharge 6). The atropal summons a nightcrawler which materializes within 60 feet of it in an unoccupied space it can see. The nightcrawler obeys its summoner's commands and can't be controlled by any other creature. The nightcrawler vanishes when it drops to 0 hit points or when its summoner dies.

LEGENDARY ACTIONS

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 uses its Withering Touch.
Death Ray (Costs 2 Actions). The atropal uses its Death Ray.
Wail (Costs 3 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 22 Constitution saving throw or gain one level of exhaustion.

Atropal.png

Atropals are stillborn godlings who spontaneously rise as undead. A soul-numbing cold comes before and follows after an atropal — the life energy of heroic creatures is suppressed in its foul aura, and the life force of lesser creatures is extinguished. An atropal is black with afterbirth, malformed and unfinished, and obviously undead. Not even divine intervention can breathe life into this miserable abomination.

Its wet, wrinkled, and bloated humanoid body is surmounted by a hairless, overlarge head, with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang uselessly below it. An atropal never walks, but always floats.

When an atropal rises, the gods cringe, and seek to banish the horrid remnant by sealing it away in a separate cemetery plane or beneath the crypts of dead civilizations. Woe to the adventuring party or wizard-archeologist who untombs an atropal — once released, the atropal kills everything in a wider and wider swath until it is somehow neutralized.

In combat, an atropal sends undead minions and nightcrawlers before it. An atropal is quick to cast dispel magic on foes, especially those using spells like death ward to protect themselves from negative energy.



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