Atropal: Difference between revisions

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'''XP''' 9,840,000
'''XP''' 9,840,000


LE Large Undead Construct Abomination (Lawful, Extraplanar)
LE Large Undead (Construct, Aberration, Lawful, Extraplanar)


'''Init''' +13; '''Senses''' <span style="color:#0000FF"><any special senses (darkvision, low-light, tremorsense, etc.)></span>, Perception +45
'''Init''' +13; '''Senses''' Darkvision 60', Blindsense 90', Telepathy 1000', Perception +51




=== DEFENSE ===
=== DEFENSE ===
'''AC''' 56, '''touch''' 31, '''flat-footed''' 35 (+21 dex, +25 armor <span style="color:#0000FF"><adjust as needed></span>)
'''AC''' 56, '''touch''' 31, '''flat-footed''' 51 (+5 dex, +16 dodge, +25 armor <span style="color:#0000FF"><adjust as needed></span>)


'''hp''' 1,225
'''hp''' 1,225
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'''Fort''' +30, '''Ref''' +25, '''Will''' +25  <span style="color:#0000FF"><swap as needed; only one strong save></span>
'''Fort''' +30, '''Ref''' +25, '''Will''' +25  <span style="color:#0000FF"><swap as needed; only one strong save></span>


'''Special Defenses''' <span style="color:#0000FF"><copy from source></span>
'''Special Defenses''' Immune to sleep, paralysis, death effects, necromantic effects, mind-affecting effects, any effect requiring a Fortitude save unless it also works on objects. Not subject to nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals.  SR 40, ER 20/Fire, ER 20/Cold, Regeneration 20.




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'''Space''' 10 ft.  '''Reach''' 10 ft.
'''Space''' 10 ft.  '''Reach''' 10 ft.


'''Single Melee''' <span style="color:#0000FF"><melee weapon></span> +46 (5d8+10/19-20x2)
'''Single Melee''' Bite +46 (Energy Damage 1d4)


: <span style="color:#0000FF">or: '''Single Melee''' Bite +46 (5d8+4/x2)</span>
'''Full Melee''' '''Full Melee''' Bite +46 (Energy Damage 1d4), 2x Claws +46 (Energy Damage 1d4)


'''Full Melee''' 3x <span style="color:#0000FF"><melee weapon></span> +46 (5d8+10/19-20x2)
'''Ranged''' None, see Baleful Gaze


: <span style="color:#0000FF">or: '''Full Melee''' Bite +46 (5d8+4/x2), 2x Claws +46 (5d6+2/x2), Tail +46 (5d8+4/x2), 2x Wings +46 (5d6+2/x2)</span>
'''Special Attacks''' Negative Energy Aura 30', Baleful Gaze, Create Greater Undead, Greater Dispel Magic, Greater Invisibility, Harm, Project Image


'''Ranged''' <span style="color:#0000FF"><optional ranged attack></span> +46 (5d8+10/x2) 
'''Action Points''' 0
 
'''Special Attacks''' <span style="color:#0000FF"><copy from source; the save DC's for any such ability should be around 41. See below></span>
 
'''Action Points''' 0 <span style="color:#0000FF"><common monsters never have action points, named monsters often have one.></span>




=== STATISTICS ===
=== STATISTICS ===
Str 30, Dex 14, Con 34, Int 20, Wis 20, Cha 20
Str 43, Dex 15, Con 0, Int 28, Wis 22, Cha 42


'''Base Atk''' +30; '''CMB''' +54; '''CMD''' 70
'''Base Atk''' +30; '''CMB''' +54; '''CMD''' 70


'''Feats''' <span style="color:#0000FF"><pick one or two thematically relevant feats; avoid complicated ones.></span>
'''Feats''' Whirlwind Attack, Mobility


'''Skills''' <span style="color:#0000FF"><choose only if relevant, values around 1.5 x creature’s CR></span>
'''Skills''' Bluff +61, Diplomacy +61, Intimidate +61, Sense Motive +51, Spellcraft +54, Perception +51


'''Languages''' <span style="color:#0000FF"><copy from source></span>
'''Languages''' Stilth, Telepathy (all)




=== SPECIAL ABILITIES ===
=== SPECIAL ABILITIES ===
Basic monsters typically have up to one special ability.  Named monsters could have three to five special abilities.  
; Negative Energy Aura
All creatures within 30 feet of the Atropal at the start of its turn take 15d6 negative energy damage (no save).  Any undead within 30 feet of the Atropal can be commanded as a free action.  Any creature slain while within the aura rise as a Mohrg one round after the creature is killed.
 
 
; Baleful Gaze
As a minor action, the Atropal makes a ranged touch attack against any target it can perceive within 400 feet. If the attack hits, the target takes 1d4 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 41). If successful, the ability damage is halved (round up) and the teleport is negated.
 
 
; Create Greater Undead (No save, SR no)
As a standard action, the Atropal may use the Create Greater Undead ability, as the http://www.d20pfsrd.com/magic/all-spells/c/create-undead Create Greater Undead spell], except that this is an extraordinary ability which does not require a concentration check.
 
 
; Greater Dispel Magic (No Save, SR no)
As a standard action, the Atropal may use the Greater Dispel Magic ability, as the [http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic Greater Dispel Magic spell], except that this is an extraordinary ability which does not require a concentration check.
 
 
; Greater Invisibility (Will DC 41 negates, SR no)
As a standard action, the Atropal may use the Greater Invisibility ability, as the [http://www.d20pfsrd.com/magic/all-spells/i/invisibility Greater Invisibility spell], except that this is an extraordinary ability which does not require a concentration check.
 
 
; Harm (Will DC 41 for half, SR yes)
As a standard action, the Atropal may use the Harm ability, as the [http://www.d20pfsrd.com/magic/all-spells/h/harm Harm spell], except that this is an extraordinary ability which does not require a concentration checkHarm charges a subject with negative energy that deals 150 points of damage.  If the creature successfully saves, harm deals 75 points of damage. Harm cannot reduce the target's hit points to less than 1.
 
If used on an undead creature, harm acts like heal.
 


Often, the converted creature's special abilities should just be carried forward, with the numeric values adjusted using the numbers above.  
; Project Image (Illusion (shadow) DC 41 negates, SR no)
As a minor action, the Atropal may use the Project Image ability, as the [http://www.d20pfsrd.com/magic/all-spells/p/project-image Project Image spell], except that this is an extraordinary ability which does not require a concentration check.


Be aware, however, that you don't actually need very many special abilities, even for complex uniques like Orcus. Your monsters probably won't live more than about three rounds. Some creatures you convert may have dozens of listed abilities in their source material.  Just pick a few of the most interesting ones to make the fight memorable.  Your named monsters should be able to do something interesting each round, though there's no rule it has to be a different interesting thing each round.
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).


Named monsters can also have 1 or even 2 action points, even if they have no role. Note that you can never spend more than 1 action point in a single round.
You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.


Any special abilities which have a save DC should have '''the DC set to 41'''.
If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.




=== TREASURE ===
=== TREASURE ===
Assuming you're using the 'Medium XP' progression chart, each creature should drop loot with a '''sell value of approximately 6,250,000 gp''' at this CR.
Each Atropal drops loot with a sell value of approximately 6,250,000 gp.

Revision as of 03:06, 2 March 2014


A typical Atropal after it was destroyed, so the azoic aura is no longer blocking view of it.

Atropal (CR 30)

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 souls are nearly instantly bound in service to the abomination. An Atropal incursion is usually discovered when the army of shadows 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, however. They make dandy weapons of terror, though, 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.

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.


GENERAL

CR 30 Hit Dice 59

XP 9,840,000

LE Large Undead (Construct, Aberration, Lawful, Extraplanar)

Init +13; Senses Darkvision 60', Blindsense 90', Telepathy 1000', Perception +51


DEFENSE

AC 56, touch 31, flat-footed 51 (+5 dex, +16 dodge, +25 armor <adjust as needed>)

hp 1,225

Fort +30, Ref +25, Will +25 <swap as needed; only one strong save>

Special Defenses Immune to sleep, paralysis, death effects, necromantic effects, mind-affecting effects, any effect requiring a Fortitude save unless it also works on objects. Not subject to nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. SR 40, ER 20/Fire, ER 20/Cold, Regeneration 20.


OFFENSE

Speed 50 ft., Fly 200 (hover)

Space 10 ft. Reach 10 ft.

Single Melee Bite +46 (Energy Damage 1d4)

Full Melee Full Melee Bite +46 (Energy Damage 1d4), 2x Claws +46 (Energy Damage 1d4)

Ranged None, see Baleful Gaze

Special Attacks Negative Energy Aura 30', Baleful Gaze, Create Greater Undead, Greater Dispel Magic, Greater Invisibility, Harm, Project Image

Action Points 0


STATISTICS

Str 43, Dex 15, Con 0, Int 28, Wis 22, Cha 42

Base Atk +30; CMB +54; CMD 70

Feats Whirlwind Attack, Mobility

Skills Bluff +61, Diplomacy +61, Intimidate +61, Sense Motive +51, Spellcraft +54, Perception +51

Languages Stilth, Telepathy (all)


SPECIAL ABILITIES

Negative Energy Aura

All creatures within 30 feet of the Atropal at the start of its turn take 15d6 negative energy damage (no save). Any undead within 30 feet of the Atropal can be commanded as a free action. Any creature slain while within the aura rise as a Mohrg one round after the creature is killed.


Baleful Gaze

As a minor action, the Atropal makes a ranged touch attack against any target it can perceive within 400 feet. If the attack hits, the target takes 1d4 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 41). If successful, the ability damage is halved (round up) and the teleport is negated.


Create Greater Undead (No save, SR no)

As a standard action, the Atropal may use the Create Greater Undead ability, as the http://www.d20pfsrd.com/magic/all-spells/c/create-undead Create Greater Undead spell], except that this is an extraordinary ability which does not require a concentration check.


Greater Dispel Magic (No Save, SR no)

As a standard action, the Atropal may use the Greater Dispel Magic ability, as the Greater Dispel Magic spell, except that this is an extraordinary ability which does not require a concentration check.


Greater Invisibility (Will DC 41 negates, SR no)

As a standard action, the Atropal may use the Greater Invisibility ability, as the Greater Invisibility spell, except that this is an extraordinary ability which does not require a concentration check.


Harm (Will DC 41 for half, SR yes)

As a standard action, the Atropal may use the Harm ability, as the Harm spell, except that this is an extraordinary ability which does not require a concentration check. Harm charges a subject with negative energy that deals 150 points of damage. If the creature successfully saves, harm deals 75 points of damage. Harm cannot reduce the target's hit points to less than 1.

If used on an undead creature, harm acts like heal.


Project Image (Illusion (shadow) DC 41 negates, SR no)

As a minor action, the Atropal may use the Project Image ability, as the Project Image spell, except that this is an extraordinary ability which does not require a concentration check.

You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.


TREASURE

Each Atropal drops loot with a sell value of approximately 6,250,000 gp.