Spiritual Nature. Does not need air, food or water but can still consume all of these
Rotting Stench. Ataphoi’s smell of rotting flesh causes most people to gag in their presence. Anyone within 20 feet of the Ataphoi must succeed a DC 11 CON save or double down gagging and wasting an action
Possible Spellcasting. Some Ataphoi who were magic users in there past life retain there spellcasting abilities. They will have spellcasting equal to half of there previous spellcaster level. They now half the spells they knew in life execpt they cannot cast radiant spells or they take 1d8 + 4 radiant damage.
Limbo Phase. This action is identical to the misty step spell except it requires no spell slots and it has a cooldown. Once it is used it cannot be used again for two rounds
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If the target fails a DC 9 CON save the target takes an extra 3 (1d4 + 1) poison damage once every round for two rounds
Rusty Broadsword.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If the target fails a DC 11 CON save the target takes an extra 3 (1d4 + 1) poison damage once every round for two rounds.
No bonus actions
No reactions
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Description
Ataphoi, the spectral remnants of those who have passed, embody a haunting blend of decay and lingering intelligence. These ethereal beings resemble their former selves, albeit with grotesque manifestations of decomposition, where certain parts of their bodies are decayed while others remain intact. Dwelling within the somber Gray Realms such as Limbo or Yomi, they are exiled for transgressions against the divine, offenses deemed unworthy of hell's damnation yet requiring penance before accessing heavenly realms.
Despite their eerie visage and the pungent odor of rot that surrounds them, Ataphoi are typically amiable and possess a keen intellect. Their past experiences often grant them insights into the arcane arts, retaining fragments of their spellcasting prowess from their previous lives. Some Ataphoi exist due to innocence or mental incapacity in discerning good from evil, spared from the judgment of higher planes. Encountering an Ataphoi in the desolate landscapes of the Gray Realms may evoke a sense of empathy for their plight, as they navigate their existence between redemption and the specter of their former selves. Yet, caution is warranted, for even in their benign demeanor, the stench of death and the mysteries of their past may hold unforeseen consequences for those who dare to interact with these enigmatic spirits.At the culmination of their existence in the Gray Realms, Ataphoi face the prospect of reincarnation, a journey dictated by the nature of their transgressions. For each crime committed against the divine, they are compelled to wander these desolate lands for a predetermined span of years, a period of purgatorial contemplation before the possibility of redemption through rebirth. Thus, as they navigate the bleak expanse of the Gray Realms, Ataphoi embody the complex interplay between punishment, penance, and the enduring quest for spiritual absolution. The Ataphoi are the most commonly encountered sprit.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Mar 16, 2024This is a creature that is more relevant to my dnd worlds cosmology. It is found In the realm limbo (which in my dnd world is more like the biblical version of limbo)