Atropal: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.11 -->
[[Category:CR 30]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Blank Monster Blueprints]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 30
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Abomination, Atropal.png|384px|right|A typical Atropal after it was destroyed, so the azoic aura is no longer blocking view of it.]]
| Min-CR = 17
| Max-CR = 40


== Atropal (CR 30) ==
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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.   
| MonsterName | Atropal
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Abomination, Atropal-1.png
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption | An Atropal, in flight, surrounded by its Azoic Aura, a tiny bubble of its dead reality.
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>
 
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}| Associated-Role-Notes |
  <!-- Use to associate one role to another, inserting link to associated monster, or leave blank  -->
  <!-- Example: "[[Dragon, Common Red|Common Red Dragon]]"                                        -->
  }}</onlyinclude>
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | 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 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 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 flesh is nearly instantly bound in service to the abomination.  An Atropal incursion is usually discovered when the army of undead 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 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.
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, although that doesn't stop power-mad fools from trying.  They make dandy weapons of terror for the very few who can manage them, 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.
 
If you hear of an Atropal, and you are less than a world-striding epic hero, then go and get help.  Do not confront the fiend, lest you become part of its world-destroying army.  If you are a mighty epic hero, and your lessers come to you for help with an atropal incursion, then go, no matter your personal morals or ethics.  Atropals are the enemies of everything. 


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.
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Lawful Evil
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Undead
  <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Add any secondary subtypes into the notes field below. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>
 
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
 
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
 
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
 
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
 
 
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue|
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
 
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +3
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
 
| Lore-Notes =
  <!-- Notes related to the monster's lore check can be put here -->
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->
 
 
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =1 |1 = 1|2 = 2|3 = 2|4 = 3 |5 = 3 |6 = 3|7 = 3|8 = 4}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Nudge-Ambush-Chance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =1 |1 = 1|2 = 2|3 = 2|4 = 3 |5 = 3 |6 = 3|7 = 3|8 = 4}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->
 
| Ambush-Chance-Notes = Atropals are not inclined to ambush, and the noise and creeping emanations of their azoic aura make it difficult for them to succeed.
  <!-- Put any comments about ambush preferences here, or leave blank -->
 
 
  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision =
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30 |2 = 30 |3 = 30 |4 = 40 |5 = 40 |6 = 60 |7 = 60 |8 = 80}}
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =40 |2 = 50 |3 = 60 |4 = 80 |5 = 90 |6 = 90 |7 = 100 |8 = 150}}
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 300|1 =400 |2 = 500 |3 = 600 |4 = 800 |5 = 900 |6 = 900 |7 = 1000 |8 = 1500}}
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 
 
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =1 |1 = 1|2 = 2|3 = 2|4 = 3 |5 = 3 |6 = 3|7 = 3|8 = 4}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
 
 
<!--  SAVING THROWS  -->
 
| Fort = S
| Refl =
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
 
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
 
| SpecialDefenses =
  <!-- Put any DR or ER values here -->
 
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened (1/2 damage):'''''
          '''''Immune (no effect):'''''                                                                  -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
 
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed = 30
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed = 240
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 
 
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
 
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Soul-Shredding Fangs
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| Pri-Atk-Dmg-Type = primal
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Std-Atk-Damage--Notes = 1d4 points of [[Essence Destruction]] per hit
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Pri-Atk--Full-Atk-Damage--Notes = 1d4 points of [[Essence Destruction]] per hit
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Soul-Tearing Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| Sec-Atk-Dmg-Type = primal
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| SecAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Std-Atk-Damage--Notes = 1d3 points of [[Essence Destruction]] per hit
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Sec-Atk--Full-Atk-Damage--Notes = 1d3 points of [[Essence Destruction]] per hit
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Sec-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeSecToHit = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| TerAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ter-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Ter-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| QuaAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Qua-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Qua-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Ranged-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes = 
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ranged-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Ranged-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 43
| Dex = 15
| Con = 0
| Int = 28
| Wis = 22
| Cha = 42
 
 
<!--  FEATS  -->
 
| Feat1 = Whirlwind Attack
| Feat2 = Mobility
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Bluff
| Skill2 = Diplomacy
| Skill3 = Intimidate
| Skill4 = Sense Motive
| Skill5 = Spellcraft
 
| NudgeSkill1 = +5
| NudgeSkill2 = +5
| NudgeSkill3 = +5
| NudgeSkill4 = +5
| NudgeSkill5 = +8
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Stilth, Necril, Common, Enuncia (Telepathic) (all languages)
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Azoic Aura
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Action-Required = Automatic
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = The mere existence of an Atropal is anathema to all other aspects of reality.  They are surrounded by a humming, shimmering discontinuity effect, as their terrible presence erodes the very fabric of existence. At the start of the Atropal's turn, all creatures within 30 feet of the Atropal's space take {{Special-Standard-Dmg}} points of {{dmg|negative energy}} damage (no save).  This negative energy heals undead in the aura for the same amount. 
 
Any undead creature of CR 25 or below that starts its turn within 30 feet of the Atropal can have its will completely overridden by the Atropal as an automatic action. Such creatures can be commanded by the Atropal to take their full available actions as the Atropal wishes.  There is no save allowed. 
 
Any living creature slain while within the aura spawns a [[Mohrg]] one round after the creature is killed.  Note that this aura does not heal the Atropal (see regeneration). 
 
The Azoic Aura will slowly degrade the Atropal's surroundings, as well.  If the Atropal remains within 30 feet of any unattended objects, structures or fortifications for at least one minute, each square of the affected area has its Sunder DC reduced by 5 and is affected as though successfully Sundered one time for every full minute the Atropal remains nearby.  The Sunder DC recovers to normal as soon as the Atropal moves, but the siege damage remains. See the [[Breaking Objects]] page for details on how the Azoic Aura affects different structures and objects.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Baleful Gaze
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = As a swift action, the Atropal can make a ranged touch attack against any target it can perceive within 400 feet, as long as it has line of effect. Roll {{Touch-Attack}}. If the attack hits, the target takes 1d4 points of [[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 {{Save-DC}}). If successful, the ability damage is halved (round down) and the teleport is negated.  If there is no unoccupied, unblocked square adjacent to the Atropal, it may place their victim in the next closest, legal (unblocked, unoccupied) square it can see. If there are no legal squares, the teleport fails.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Monstrous Magic
 
| Ability-3-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Atropals are creatures of invincible, overwhelming, arcane might.  Out of combat they can cast almost any spell at least a few times per day, but in battle, they fall back on a few favored tricks, their Monstrous Magic. They may invoke one of the below abilities as a standard action, once per round.  They will choose which ability intelligently, to maximize their effectiveness in battle.
 
'''*Harm'''
The Atropal chooses a target within 500 feet and inflicts {{Special-Alpha-Dmg}} points of {{dmg|negative energy}} damage upon it. The victim may make a Will save against a DC of {{Save-DC}}.  If successful, they only take half damage.
 
'''*Azoic Field'''
The Atropal chooses an area of {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 3x3x3 squares|1 =3x3x3 squares|2 = 3x3x3 squares|3 = 3x3x3 squares |4 = 3x3x3 squares |5 = 5x5x5 squares|6 = 5x5x5 squares|7 = 5x5x5 squares|8 = 7x7x7 squares}} within 500 feet of its space to which it has line of effect. It places a brief burst of its Azoic Aura in that space, inflicting {{Special-Swift-Dmg}} points of {{dmg|negative energy}} damage upon enemies in that space, and causing all squares in the affected space suitable for Walk or Climb movement to be treated as [[Difficult Terrain]] until the end of the encounter. If the terrain was already difficult, it instead creates [[Impeded Terrain]].  There is no save against this ability.
 
'''*Create Greater Undead'''
The Atropal may use the presence of a corpse within 60 feet to spawn an Undead of CR 25 or below in the square where the corpse lies. If there is an undead below CR10 within its Azoic Aura (30 feet) it may instead 'upgrade' that undead to any other undead of CR 25 or below. This allows it to up-spawn the Mohrgs created by its Aura, for example.
 
'''*Destroy Magic'''
The Atropal may choose an area of {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 3x3x3 squares|1 =3x3x3 squares|2 = 3x3x3 squares|3 = 3x3x3 squares |4 = 3x3x3 squares |5 = 5x5x5 squares|6 = 5x5x5 squares|7 = 5x5x5 squares|8 = 7x7x7 squares}} centered within {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 100|1 = 100|2 = 200 |3 = 200 |4 = 300 |5 = 300 |6 = 400 |7 = 400 |8 = 500}} feet of its spaceAny spell effects ongoing within that space are ended immediately, including any spells running on players. There is no roll required for this removal, the Atropal spends the standard action and the spell effects are destroyed. Note that this power has no effect upon anti-magic effects.
 
'''*Warp Vision'''
The Atropal renders itself invisible to all senses, as [[Invisibility, Greater (Sorcerer/Wizard Spell)|Greater Invisibility]]. This lasts until the end of the encounter, or the Atropal performs any offensive action.
 
'''*Gemini Twin'''
The Atropal taps energy from the True Well to create a quasi-real, duplicate version of itself. The Gemini Twin looks, sounds, and smells like the Atropal but is intangible (does not exist to touch or taste). The Gemini mimics the actions of the Atropal (including speech) unless it is directed to act differently (which is a move action).
 
The Atropal can see through the eyes and hear through the ears of the Gemini Twin as if it were located where the copy is located.  During its turn the Atropal can switch from using its senses to using the Twin's senses, or back again, as a free action. While the Atropal is using remote senses, the Atropal is considered blinded and deafened.
 
If the Atropal wishes, any spell or ability it can use whose range is touch or greater can originate from the Gemini Twin instead of from the Atropal.  This includes all the powers above.  The Gemini Twin can also turn invisible with Warp Vision, which is very, very confusing indeed. The spells affect other targets normally, despite originating from the Twin.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Undying Vigor
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Much like a troll, an Atropal is incredibly difficult to kill 'for good' without using the correct special type of damage. At all times the Atropal recovers from damage inflicted upon it with incredible speed, the well of negative energy that lives where its soul should be suffusing it with unholy vitality.
 
Once each round, at the beginning of its round, the Atropal heals for {{Hit-Dice|n=3|op=mult}} points of damage. This ability stops only when the beast is reduced to below 0 hit points and {{dmg|positive energy}} is inflicted upon it while it is at negative health.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Spell Resistance
 
| Ability-5-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description = Atropals are horrifying things from the Outer Darkness, and very much not a natural part of the world.  The seething magics that inhabit their awful forms make them hard to affect with many effects, and thus Atropals have [[Spell Resistance]]. If they are targeted by any spell or spell-like effect (see link for details), their attacker must make a [[Caster Check]] against the Atropal's [[Maneuver Defense]] (DC {{Maneuver-Defense}}).  If the attacker fails to equal or exceed the DC, the spell is cast, but does nothing to the Atropal.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name =
 
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
 
| Role-Only--Replace-Leader-Power--Name =
 
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Leader-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
 
| Role-Only--Replace-Legend-Power--Name =
 
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Legend-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
 
| Role-Only--Replace-Minion-Power--Name =
 
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Minion-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
 
| Role-Only--Replace-Shooter-Power--Name =
 
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Shooter-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
 
| Role-Only--Add-Skirmisher-Power--Name =
 
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Skirmisher-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


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.
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


=== GENERAL ===
{{Malady
'''CR''' 30  '''Hit Dice''' 59
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =  
| Frequency =  
| Effect =  
| Fruition =  
| F-Duration =  
}}


'''XP''' 9,840,000
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->


LE Large Undead (Construct, Aberration, Lawful, Extraplanar)
| Role-Only--Replace-Sneak-Power--Name =


'''Init''' +13; '''Senses''' Darkvision 60', Blindsense 90', Telepathy 1000', Perception +51
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


=== DEFENSE ===
| Role-Only--Replace-Sneak-Power--Concentration =  
'''AC''' 56, '''touch''' 31, '''flat-footed''' 51 (+5 dex, +16 dodge, +25 armor)
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


'''hp''' 1,225
| Role-Only--Replace-Sneak-Power--Description =


'''Fort''' +25, '''Ref''' +25, '''Will''' +30
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


'''Special Defenses''' SR 40, ER 20/Fire, ER 20/Cold, Regeneration 20, Negative energy heals (except its own aura).
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


'''Immunities''' 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.
  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


=== OFFENSE ===
-->
'''Speed''' 50 ft., Fly 200 (hover)
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->


'''Space''' 10 ft.  '''Reach''' 10 ft.
| Role-Only--Replace-Swarm-Power--Name =


'''Single Melee''' Bite +46 (Energy Damage 1d4)
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


'''Full Melee''' '''Full Melee''' Bite +46 (Energy Damage 1d4), 2x Claws +46 (Energy Damage 1d4)
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->


'''Ranged''' None, see Baleful Gaze
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


'''Special Attacks''' Negative Energy Aura 30', Baleful Gaze, Create Greater Undead, Greater Dispel Magic, Greater Invisibility, Harm, Project Image
| Role-Only--Replace-Swarm-Power--Description =


'''Action Points''' 0
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


=== STATISTICS ===
  POISON / DISEASE FORMAT
Str 43, Dex 15, Con 0, Int 28, Wis 22, Cha 42


'''Base Atk''' +30; '''CMB''' +54; '''CMD''' 70
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


'''Feats''' Whirlwind Attack, Mobility
-->
<!--  COMBAT TACTICS  -->


'''Skills''' Bluff +61, Diplomacy +61, Intimidate +61, Sense Motive +51, Spellcraft +54, Perception +51
| CombatTactics = Atropals do not have a preferred Role, but they are well suited to Heavy, Shooter, Leader, Threat, Villain, and Legend status.  Large numbers of weaker Atropal are also dangerous, as their Azoic Field Monstrous magic can rapidly render large areas of the play field impassable to many types of movement.


'''Languages''' Stilth, Telepathy (all)
If at all possible an Atropal will begin combat using its Gemini Twin.  Gemini Twin is such a potent power, Atropals rarely will bother to even try an 'ambush', instead opening all combats they can with their invincible copy. During combat, they will turn invisible using Warp Vision and then use Gemini Twin to make it appear as if they are fighting from someplace they are not, a fiendish tactic indeed. Essence destruction, the Monstrous Magic Harm, the Monstrous Magic Azoic Field, and Baleful Gaze are the main attacks, although their teeth and claws inflict Primal Essence Destruction damage, thus cutting through any possible resistance.  Note that baleful gaze used through the Twin will teleport the afflicted victim to the real Atropals location, which can leave an unfortunate victim alone with the abomination. 


Once the real location of the Atropal is discovered, the Atropal will use baleful gaze every round on any spellcasters or other targets outside of its aura.  If a party is well prepared with buffs and defenses against the Atropal's dread attacks, it will use Destroy Magic to strip away as much of those defenses as it can.


=== SPECIAL ABILITIES ===
Atropals are very mobile and will fly around corners to cut line of sight and use Warp Vision to then ambush their foes.   
; 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 actionAny creature slain while within the aura rise as a Mohrg one round after the creature is killed.  Note that this aura does not heal the Atropal (see regeneration).


Whenever possible an Atropal will try to force attackers to close to within Azoic Aura range.  It will also seek to prolong fights so its Undying Vigor can work, and if in an area with low level mortals will use its Azoic Aura to spawn Mohrg's to serve as cannon fodder and potential upgradeables to Greater Undead.  Atropals tend to prefer Janissary Skeletons or Deathknights for such activities.  Multiple Atropals will stack their Azoic Aura's if they can, so they can maximize the negative damage they inflict and heal one another. 


; Baleful Gaze
Note that Azoic Field can quickly create large areas of Impeded Terrain, which the Atropal can simply Fly over, and they will certainly work to 'bottle up' foes if they can. Further note that unless hit VERY hard, their Undying Vigor will cause them to 're-pop' immediately after they are killed, unless positive energy is used against them as the finishing blow. Very nasty, especially if combined with a tank, heavy, or other Role with a resurrection power, in which case it is very possible they may have two chances to come back to life! GM's are encouraged to be cruel.
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.


In melee, Atropals will use their Essence Destruction upon any melee attackers and then kill them slowly with their Azoic Aura.  If surrounded by multiple attackers they will use whirlwind attack to hit all of them.  If they are having trouble hitting a well-armored attacker they will use Harm repeatedly on that target to soften it up for the Azoic Aura to slay.  If pressed, an Atropal will use Harm on itself as it flees, and then will use Warp Vision to double back and continue the attack. 


; Create Greater Undead (No save, SR no)
Good luck, you're going to need it.
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.


<!--  OUT OF COMBAT    -->


; Greater Invisibility (Will DC 41 negates, SR no)
| OutOfCombat = 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.
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.


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.


; Harm (Will DC 41 for half, SR yes)
Out of combat, Atropals have the ability to cast about any spell you can think of, once per day. They are vastly knowledgeable, and if you can persuade one not to kill you immediately they can provide enormous amounts of the most arcane and erudite knowledge imaginableAtropals speak only in Stilth, but their telepathy allows them to communicate with anyone they wish toAtropals don't view mortal denizens of the Prime Plane as anything other than amusing diversions and useful raw materials most of the time, and will happily pass the time in the most horrific amusements. For example, an Atropal will often use its Create Greater Undead power for hours at a time when fresh raw materials are available, trying to see what cool things it can make....
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 damageIf 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.
Atropals on the Prime Plane usually kill a good supply of mortals, create an army of Mohrgs, and set the horde of Mohrgs to work killing other mortals and turning them into Zombies.  Left to their own devices, a nest of Atropals will kill every living thing on an entire world and set up a dark kingdom of undeath for their own edification.  If they have killed an entire world, a nest of Atropals will then seek to travel to other worlds and repeat the process for as long as they exist.




; 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. 


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).
<!--  TREASURE AND XP  -->


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.
| TreasureNotes =


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.
| XPNotes =




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

Latest revision as of 15:44, 6 May 2024

Atropal (CR 30)

Lawful Evil - Large - Outsider (Undead)
Lore: Know (Planes)
60 78
Basic DC Full DC
Initiative
Initiative Icon 2.png
54
Perception:
64 +54
Passive Active
Ambush:
13+
on a d20
  • Ambush Notes: Atropals are not inclined to ambush, and the noise and creeping emanations of their azoic aura make it difficult for them to succeed.

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
57
Man Def
Shield Icon 3.png
63
Monster Health
3,466 1,733 63
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +33
Refl: +28
Will: +28

Strong Against:

Weak Against:

  • (Undead 1) Undead cannot be healed normally, but negative energy restores their health like healing.

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+41
Sword Icon 3.png
Man Off
+51
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

43
STR
15
DEX
CON
28
INT
22
WIS
42
CHA

Skills:

Languages: Stilth, Necril, Common, Enuncia (Telepathic) (all languages)

Feats:

  • Whirlwind Attack (EFFECT: Make one melee touch attack against all foes within reach as a full-attack action)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Azoic Aura (Ex) Automatic

The mere existence of an Atropal is anathema to all other aspects of reality. They are surrounded by a humming, shimmering discontinuity effect, as their terrible presence erodes the very fabric of existence. At the start of the Atropal's turn, all creatures within 30 feet of the Atropal's space take 6d8+56 points of negative energy (energy, uncommon) damage (no save). This negative energy heals undead in the aura for the same amount.

Any undead creature of CR 25 or below that starts its turn within 30 feet of the Atropal can have its will completely overridden by the Atropal as an automatic action. Such creatures can be commanded by the Atropal to take their full available actions as the Atropal wishes. There is no save allowed.

Any living creature slain while within the aura spawns a Mohrg one round after the creature is killed. Note that this aura does not heal the Atropal (see regeneration).

The Azoic Aura will slowly degrade the Atropal's surroundings, as well. If the Atropal remains within 30 feet of any unattended objects, structures or fortifications for at least one minute, each square of the affected area has its Sunder DC reduced by 5 and is affected as though successfully Sundered one time for every full minute the Atropal remains nearby. The Sunder DC recovers to normal as soon as the Atropal moves, but the siege damage remains. See the Breaking Objects page for details on how the Azoic Aura affects different structures and objects.

Baleful Gaze (Su) Swift Action

As a swift action, the Atropal can make a ranged touch attack against any target it can perceive within 400 feet, as long as it has line of effect. Roll 1d20 + 45 vs. AC (always hits on a 17+ on the die). If the attack hits, the target takes 1d4 points of 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 down) and the teleport is negated. If there is no unoccupied, unblocked square adjacent to the Atropal, it may place their victim in the next closest, legal (unblocked, unoccupied) square it can see. If there are no legal squares, the teleport fails.

Monstrous Magic (Sp) Standard Action
  • Concentration: 1d20 + 41 vs. a DC of 45 (4 needed on the die)

Atropals are creatures of invincible, overwhelming, arcane might. Out of combat they can cast almost any spell at least a few times per day, but in battle, they fall back on a few favored tricks, their Monstrous Magic. They may invoke one of the below abilities as a standard action, once per round. They will choose which ability intelligently, to maximize their effectiveness in battle.

*Harm The Atropal chooses a target within 500 feet and inflicts 6d10+83 points of negative energy (energy, uncommon) damage upon it. The victim may make a Will save against a DC of 41. If successful, they only take half damage.

*Azoic Field The Atropal chooses an area of 5x5x5 squares within 500 feet of its space to which it has line of effect. It places a brief burst of its Azoic Aura in that space, inflicting 6d6+37 points of negative energy (energy, uncommon) damage upon enemies in that space, and causing all squares in the affected space suitable for Walk or Climb movement to be treated as Difficult Terrain until the end of the encounter. If the terrain was already difficult, it instead creates Impeded Terrain. There is no save against this ability.

*Create Greater Undead The Atropal may use the presence of a corpse within 60 feet to spawn an Undead of CR 25 or below in the square where the corpse lies. If there is an undead below CR10 within its Azoic Aura (30 feet) it may instead 'upgrade' that undead to any other undead of CR 25 or below. This allows it to up-spawn the Mohrgs created by its Aura, for example.

*Destroy Magic The Atropal may choose an area of 5x5x5 squares centered within 400 feet of its space. Any spell effects ongoing within that space are ended immediately, including any spells running on players. There is no roll required for this removal, the Atropal spends the standard action and the spell effects are destroyed. Note that this power has no effect upon anti-magic effects.

*Warp Vision The Atropal renders itself invisible to all senses, as Greater Invisibility. This lasts until the end of the encounter, or the Atropal performs any offensive action.

*Gemini Twin The Atropal taps energy from the True Well to create a quasi-real, duplicate version of itself. The Gemini Twin looks, sounds, and smells like the Atropal but is intangible (does not exist to touch or taste). The Gemini mimics the actions of the Atropal (including speech) unless it is directed to act differently (which is a move action).

The Atropal can see through the eyes and hear through the ears of the Gemini Twin as if it were located where the copy is located. During its turn the Atropal can switch from using its senses to using the Twin's senses, or back again, as a free action. While the Atropal is using remote senses, the Atropal is considered blinded and deafened.

If the Atropal wishes, any spell or ability it can use whose range is touch or greater can originate from the Gemini Twin instead of from the Atropal. This includes all the powers above. The Gemini Twin can also turn invisible with Warp Vision, which is very, very confusing indeed. The spells affect other targets normally, despite originating from the Twin.

Undying Vigor (Ex) Always On

Much like a troll, an Atropal is incredibly difficult to kill 'for good' without using the correct special type of damage. At all times the Atropal recovers from damage inflicted upon it with incredible speed, the well of negative energy that lives where its soul should be suffusing it with unholy vitality.

Once each round, at the beginning of its round, the Atropal heals for 189 points of damage. This ability stops only when the beast is reduced to below 0 hit points and positive energy (energy, uncommon) is inflicted upon it while it is at negative health.

Spell Resistance (Ex) Always On

Atropals are horrifying things from the Outer Darkness, and very much not a natural part of the world. The seething magics that inhabit their awful forms make them hard to affect with many effects, and thus Atropals have Spell Resistance. If they are targeted by any spell or spell-like effect (see link for details), their attacker must make a Caster Check against the Atropal's Maneuver Defense (DC 63). If the attacker fails to equal or exceed the DC, the spell is cast, but does nothing to the Atropal.

An Atropal, in flight, surrounded by its Azoic Aura, a tiny bubble of its dead reality.

Atropal

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 flesh is nearly instantly bound in service to the abomination. An Atropal incursion is usually discovered when the army of undead 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, although that doesn't stop power-mad fools from trying. They make dandy weapons of terror for the very few who can manage them, 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.

If you hear of an Atropal, and you are less than a world-striding epic hero, then go and get help. Do not confront the fiend, lest you become part of its world-destroying army. If you are a mighty epic hero, and your lessers come to you for help with an atropal incursion, then go, no matter your personal morals or ethics. Atropals are the enemies of everything.

Combat Tactics

Atropals do not have a preferred Role, but they are well suited to Heavy, Shooter, Leader, Threat, Villain, and Legend status. Large numbers of weaker Atropal are also dangerous, as their Azoic Field Monstrous magic can rapidly render large areas of the play field impassable to many types of movement.

If at all possible an Atropal will begin combat using its Gemini Twin. Gemini Twin is such a potent power, Atropals rarely will bother to even try an 'ambush', instead opening all combats they can with their invincible copy. During combat, they will turn invisible using Warp Vision and then use Gemini Twin to make it appear as if they are fighting from someplace they are not, a fiendish tactic indeed. Essence destruction, the Monstrous Magic Harm, the Monstrous Magic Azoic Field, and Baleful Gaze are the main attacks, although their teeth and claws inflict Primal Essence Destruction damage, thus cutting through any possible resistance. Note that baleful gaze used through the Twin will teleport the afflicted victim to the real Atropals location, which can leave an unfortunate victim alone with the abomination.

Once the real location of the Atropal is discovered, the Atropal will use baleful gaze every round on any spellcasters or other targets outside of its aura. If a party is well prepared with buffs and defenses against the Atropal's dread attacks, it will use Destroy Magic to strip away as much of those defenses as it can.

Atropals are very mobile and will fly around corners to cut line of sight and use Warp Vision to then ambush their foes.

Whenever possible an Atropal will try to force attackers to close to within Azoic Aura range. It will also seek to prolong fights so its Undying Vigor can work, and if in an area with low level mortals will use its Azoic Aura to spawn Mohrg's to serve as cannon fodder and potential upgradeables to Greater Undead. Atropals tend to prefer Janissary Skeletons or Deathknights for such activities. Multiple Atropals will stack their Azoic Aura's if they can, so they can maximize the negative damage they inflict and heal one another.

Note that Azoic Field can quickly create large areas of Impeded Terrain, which the Atropal can simply Fly over, and they will certainly work to 'bottle up' foes if they can. Further note that unless hit VERY hard, their Undying Vigor will cause them to 're-pop' immediately after they are killed, unless positive energy is used against them as the finishing blow. Very nasty, especially if combined with a tank, heavy, or other Role with a resurrection power, in which case it is very possible they may have two chances to come back to life! GM's are encouraged to be cruel.

In melee, Atropals will use their Essence Destruction upon any melee attackers and then kill them slowly with their Azoic Aura. If surrounded by multiple attackers they will use whirlwind attack to hit all of them. If they are having trouble hitting a well-armored attacker they will use Harm repeatedly on that target to soften it up for the Azoic Aura to slay. If pressed, an Atropal will use Harm on itself as it flees, and then will use Warp Vision to double back and continue the attack.

Good luck, you're going to need it.

Out of Combat

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.

Out of combat, Atropals have the ability to cast about any spell you can think of, once per day. They are vastly knowledgeable, and if you can persuade one not to kill you immediately they can provide enormous amounts of the most arcane and erudite knowledge imaginable. Atropals speak only in Stilth, but their telepathy allows them to communicate with anyone they wish to. Atropals don't view mortal denizens of the Prime Plane as anything other than amusing diversions and useful raw materials most of the time, and will happily pass the time in the most horrific amusements. For example, an Atropal will often use its Create Greater Undead power for hours at a time when fresh raw materials are available, trying to see what cool things it can make....

Atropals on the Prime Plane usually kill a good supply of mortals, create an army of Mohrgs, and set the horde of Mohrgs to work killing other mortals and turning them into Zombies. Left to their own devices, a nest of Atropals will kill every living thing on an entire world and set up a dark kingdom of undeath for their own edification. If they have killed an entire world, a nest of Atropals will then seek to travel to other worlds and repeat the process for as long as they exist.

Rewards

XP: 9,840,000

Treasure: Sellable Goods worth 1,246,929 gp.

Weight: 300 lbs.     Volume: 12 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)