Discorporation. When Atropal God-like drops to 0 hit points, it's body is destroyed but it's essence travels back to the plane of abyss (layer 337), and is unable to take form for 2d10 + 10 years.
Divine Resistance. If the Atropal God-like fails a saving throw, it can spend a legendary action to re-roll the saving throw at advantage.
Divine Might. The Atropal God-like's attacks and spells ignore the resistances and immunities of creatures CR 20 and below. The Atropal God-like's attacks and spells targeting creatures of CR 21-30 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Immutable Form. The Atropal God-like is immune to any spell or effect that would alter it's form.
Innate Spellcasting. The Atropal God-like 's spellcasting ability is intelligence (spell save DC 26, +18 to hit with spell attacks). The Atropal God-like can innately cast the following spells, requiring no material components:
At-will: All cantrips, abjuration, necromancy and transmutation spells of 7th level or lower, bane, witch bolt, counterspell, slow, cone of cold
3/day: All abjuration, necromancy and transmutation spells of 8th level or lower, cloudkill, dimension door, dominate person, wall of force
1/day: All abjuration, necromancy and transmutation spells of 9th level or lower, telepathy, maddening darkness, psychic scream, feeblemind, power word kill
Legendary Resistance (4/day). if the Atropal God-like fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless the Atropal God-like wishes to be affected, it is immune to spells of 4th level or lower, and is resistant to and has advantage on all other spells and magical effects.
Magical Weapons. The Atropal God-like 's melee attacks are treated as +3 magical weapons.
Negative Energy Aura. Creatures within 60 feet of the Atropal God-like can't regain hit points, and any creature that starts it's turn within 60 feet of the Atropal God-like takes 21 (6d6) necrotic damage. In addition, creatures with less than 50 hit points that start their turn in the aura must make a DC 20 Constitution saving throw or die.
A creature that dies because of his aura rises, if the Atropal God-like wishes it, at the start of the Atropal God-like 's next turn as a specter under the control of the Atropal God-like.
Regeneration. The Atropal God-like regains 40 hit points at the start of it's turn. If the Atropal God-like takes radiant damage, the Atropal God-like must make a Constitution saving throw equal to 10 + the radiant damage taken. On a failure, this trait doesn't function until the start of it's next turn.
Turn Resistance. The Atropal God-like and any other undead creature within 60 feet of it has advantage on saving throws against any effect that turns undead.
Multiattack. The Atropal God-like makes two attacks: any combination of Touch and Ray of Cold attacks.
Touch. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 45 (12d6 + 3) necrotic damage and the target must make a DC 23 Constitution saving throw or suffer one level of exhaustion.
Ray of Cold. Ranged Spell Attack: +15 to hit, range 180 ft., one target. Hit: 44 (8d10) cold damage and the target must make a DC 23 Constitution saving throw or be paralyzed until the end of the Atropal God-like's next turn.
Life Drain. The Atropal God-like targets one creature it can see within 120 feet of it. The creature must succeed a DC 23 Constitution saving throw, taking 81 (18d8) necrotic damage on a failed save, or half as much damage on a successful one. The Atropal God-like regains hit points equal to half the amount of damage dealt.
Summon Wraith (Recharge 6). The Atropal God-like summons 3 (1d4 + 1) Wraiths, which materialize within 60 feet of it in an unoccupied space it can see. The Wraith obeys the Atropal God-like's commands and can't be controlled by any other creature. The Wraith(s) vanishes when it drops to 0 hit points or when the Atropal God-like drops to 0 hit points.
The Atropal God-like 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 Atropal God-like regains spent legendary actions at the start of its turn.
Attack. The Atropal God-like makes a Touch or Ray of Cold attack.
Move. The Atropal God-like can move up to half it's speed.
Spellcasting (Costs 2 Actions). The Atropal God-like casts a spell.
Life Drain (Costs 3 Actions). The Atropal God-like makes a Life Drain attack.
Wail (Costs 3 Actions). The Atropal God-like lets out a withering wail. Any creature within 180 feet of the --- that can hear the wail must make a DC 23 Constitution saving throw or suffer one level of exhaustion.
Description
Atropals are stillborn godlings that spontaneously rise as undead. sometimes evil necromancers that attempt to become gods themselves fail and become Atropals with near-godlike power. A soul-numbing cold comes before and follows after an Atropal, the life energy of heroic adventurers and creatures is suppressed in it's foul aura, and the life force of lesser creatures is extinguished. An Atropal is black with after-birth, malformed and unfinished, and obviously undead. It's wet, wrinkled and bloated humanoid body is surmounted by a hairless overlarge head. It's eyes are glassy vacant. It constantly drools it's stinking ichor as it mouths obscenities in an ancient tongue. It's arms too slender and it's tiny hands end in cruelly sharpened nails 6 feet long, while its legs are atrophied, dead things that hang useless below it an Atropal never walks but always floats.
An epic threat God-like Atropal is one that has activated some ritual to true godhood.
Lair and Lair Actions
When an Atropal rises, the gods cringe, and seek to banish the horrid revenant by sealing it away in a separate plane or or beneath the crypts of dead civilizations. Woe to the adventuring party or ancient archeologist who untombs an Atropal, once released, the Atropal kills everything in an ever widening swath until it is somehow neutralized. Atropals of incredible power may have been power hungry necromancer's who attempted to become gods. An Atropal's lair is often deep underground a crypt of an long-dead civilization or trapped within a complex stronghold by the gods on another plane of existence. Alternatively, some powerful Atropals who hold near-godlike power construct secret tombs filled with powerful guardians and traps.
Everything about a Atropal’s lair reflects its keen mind and wicked cunning, including the magic, mundane traps and mazes that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the Atropal’s plans to true god-hood.
An Atropal encountered in its lair has a challenge rating of 28 (120,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the Atropal God-like can take a lair action to cause one of the following magical effects; the Atropal God-like can’t use the same effect two rounds in a row:
- The Atropal God-like rolls a d8 and forces one creature inside it's lair to lose a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
- The Atropal God-like targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Atropal God-like to the target. Whenever the Atropal God-like takes damage, the target must make a DC 23 Constitution saving throw. On a failed save, the Atropal God-like takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Atropal God-like or the target is no longer in the Atropal God-like’s lair.
- The Atropal God-like conjures a sphere of energy from the negative plane around itself. All creatures within 60 feet of the Atropal takes 8 (2d8)
Regional Effects
The region containing a legendary Atropal God-like’s lair is oozing with magic from the negative energy plane, which creates one or more of the following effects:
- Creatures with 80 hit points or less have disadvantage on attack rolls, ability checks and saving throws.
- Color within 1 mile sometimes shifts into monochrome
If the Atropal God-like dies, these effects fade over the course of 1d4 days.
Previous Versions
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12/12/2020 8:49:37 AM
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12/12/2020 8:55:45 AM
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