Undead Nature. Aptrgangar do not need to breathe, eat, drink or sleep.
Light Sensitivity. As long as they are exposed to sunlight, ’Aptrgangar suffer disadvantage to attack rolls and sight-based Wisdom (Perception) checks.
Multiattack. Aptrgangar make two greatsword attacks. They can use their Deathly Frost in place of a greatsword attack.
Deathly Frost. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 5 (1d4+3) necrotic damage plus 6 (2d6) cold damage. The target must pass a DC 13 Constitution saving throw or their hit point maximum is reduced by an amount equal to the necrotic damage they took. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces their hit point maximum to 0.
Greatsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 11 (2d6+3) slashing damage.
Description
“Those who walk after death”, the dead who committed heinous acts in life and so wake up in Nilfheimr. However, their destiny is not joining the River of the Dead and move to Helheimr. Instead, they will remain in the frozen limbo of this realm. Their appearance is that of any other dead person. Frozen body, cyanotic limbs, their eyes milky and apparently incapable of perceiving reality around them. In truth, their mind is akin to sleeping, waking back up at the barest stimulus. If they sense anything around them, they attack ferociously with the tenacity of the dead. Often, their enemies are the Frost Giants, who, stumbling upon these lifeless bodies, take them for food and quickly devour them.
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