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 [[Bestiary]] page.''


[[Image:Abomination, Atropal.png|384px|right|A typical Atropal after it was destroyed, so the azoic aura is no longer blocking view of it.]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Atropal (CR 30) ==
| CR | 30
All abominations are horrors.  They are things which should not exist in the bright, sunny world of the Prime Plane.  There are many sorts of abominations out in the Deep Dark, and of those, the Atropal are among the most terrible.
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


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.
| MonsterName = Atropal


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.
| Image = Abomination, Atropal.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


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.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Henchman, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


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.
| 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>


If you hear of an Atropal, and you are less than a world-striding epic hero, then go and get helpDo not confront the fiend, lest you become part of its world-destroying armyIf 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.   
| Description = All abominations are horrorsThey are things which should not exist in the bright, sunny world of the Prime PlaneThere 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.


=== GENERAL ===
: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. 
'''CR''' 30  '''Hit Dice''' 59


'''XP''' 9,840,000
: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.


LE Large Outsider (Undead, Construct, Aberration, Lawful)
: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.


'''Init''' +13; '''Senses''' Darkvision 60', Blindsense 90', Telepathy 1000', Perception +81
: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. 


=== DEFENSE ===
'''AC''' 56, '''touch''' 46, '''flat-footed''' 51 (+13 armor, +6 dex, +8 natural, +19 deflection)


'''hp''' 1,683


'''Fort''' +25, '''Ref''' +25, '''Will''' +30
| Alignment = Lawful Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''Special Defenses''' SR 40, ER 20/Fire, ER 20/Cold, Regeneration 20, Negative energy heals (except its own aura).
| Size = Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''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.
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


=== OFFENSE ===
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
'''Speed''' 50 ft., Fly 200 (hover)
| Subtype | Undead
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, 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>


'''Space''' 10 ft.  '''Reach''' 10 ft.
| Subtype-Notes = Construct, Aberration
  <!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive -->


'''Single Melee''' Bite +50 (Energy Drain 1d4 negative levels)


'''Full Melee''' '''Full Melee''' Bite +50 (Energy Drain 1d4 negative levels), 2x Claws +50 (Energy Drain 1d4 negative levels)
| 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 -->


'''Ranged''' None, see Baleful Gaze
| 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 -->


'''Special Attacks''' Azoic Aura 30', Baleful Gaze, Create Greater Undead, Greater Dispel Magic, Greater Invisibility, Harm, Project Image
| 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) -->


'''Action Points''' 0


=== STATISTICS ===
| NudgeInit = +3
'''Str''' 43, '''Dex''' 15, '''Con''' -, '''Int''' 28, '''Wis''' 22, '''Cha''' 42
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Base Atk''' +30; '''CMB''' +49; '''Maneuver Defense:''' 50
| Nudge-Ambush-Chance =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->


'''Feats''' Whirlwind Attack, Mobility
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->


'''Skills''' Bluff +81, Diplomacy +81, Intimidate +81, Sense Motive +76, Spellcraft +76, Perception +76


'''Languages''' Stilth, Telepathy (all)
| Senses = [[Standard Senses]], [[Darkvision]] 60 ft, [[Blindsense]] 90 ft., [[Mindsense]] 1200ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                    -->


=== SPECIAL ABILITIES ===
| NudgePerception = +3
; Azoic Aura (Ex)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
All creatures within 30 feet of the Atropal at the start of its turn take 15d6 negative energy damage (no save).  This negative energy heals undead in the aura for the same amount.  Any undead within 30 feet of the Atropal can be commanded as a free action.  Any 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)
| NudgeAC =
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.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


; Create Greater Undead (Sp, No save, SR no)
| NudgeTouchAC =
* Concentration: Auto-succeed (d20+46 vs. DC of 31)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
As a standard action, the Atropal may use the Create Greater Undead ability, as the [[Create Greater Undead (Spell)|Create Greater Undead]] spell.


; Greater Dispel Magic (Sp, No Save, SR no)
| NudgeFFAC =
* Concentration: Auto-succeed (d20+46 vs. DC of 27)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
As a standard action, the Atropal may use the Greater Dispel Magic ability, as the [[Dispel Magic, Greater (Spell)|Greater Dispel Magic]] spell.


; Greater Invisibility (Sp, Will DC 41 negates, SR no)
| NudgeHitPoints =
* Concentration: Auto-succeed (d20+46 vs. DC of 23)
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
As a standard action, the Atropal may use the Greater Invisibility ability, as the [[Invisibility, Greater (Spell)|Greater Invisibility]] spell.


; Harm (Sp, Will DC 41 for half, SR yes)
* Concentration: Auto-succeed (d20+46 vs. DC of 27)
As a standard action, the Atropal may use the Harm ability, as the [[Harm (Spell)|Harm]] spell.  Harm charges a subject with negative energy that deals 150 points of damage.  If the creature successfully saves, harm deals 75 points of damage.  Harm cannot reduce the target's hit points to less than 1.


If used on an undead creature, harm acts like heal.
<!--  SAVING THROWS  -->


; Project Image (Sp, Illusion (shadow) DC 41 negates, SR no)
| Fort = S
* Concentration: Auto-succeed (d20+46 vs. DC of 29)
| Refl =
As a minor action, the Atropal may use the Project Image ability, as the [[Project Image (Spell)|Project Image]] spell.
| 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                              -->


The Atropal taps energy from the Plane of Shadow to create a quasi-real, illusory version of itself. The projected image looks, sounds, and smells like the Atropal but is intangible. The projected image mimics the actions of the Atropal (including speech) unless it is directed to act differently (which is a move action).
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


The Atropal can see through its eyes and hear through its ears as if it were standing where the image is located.  During its turn The atropal can switch from using its senses to using the images senses, or back again, as a free action. While the Atropal is using the remote images senses, the Atropal is considered blinded and deafened.
| SpecialDefenses = ER{{#var:Special9-CR}}/-
  <!-- Put any DR or ER values here -->


If the Atropal wishes, any spell or ability it can use whose range is touch or greater can originate from the projected image instead of from the Atropal. This includes all the powers above. 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.
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Immune (no effect):'''''                                                                  -->


=== TREASURE ===
| Hide-Role-Strong-Against-1 =  
Each Atropal drops loot with a sell value of approximately 3,571,000 gp.
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


===COMBAT TACTICS===
| Hide-Type-Strong-Against-1 =  
If at all possible the Atropal will begin combat using its projected image.  Energy drain, Harm and baleful gaze are the main attacks.  Note that baleful gaze used through the image 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 located, 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 Greater Dispel 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 Greater Invisibility 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 healing 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.  Multiple Atropals will stack their Azoic Aura's if they can, so they can maximize the negative damage they inflict and heal one another.  In melee, Atropals will use their energy drain attacks to bestow as many negative levels as possible upon any melee attackers.  If surrounded by multiple attackers they will use whirlwind attack to energy drain all of them.  If they are having trouble hitting a well-armored attacker they will use Harm 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 Greater Invisibility to double back and continue the attack. 
| 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))    -->


Good luck, you're going to need it.
| 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)) -->


===OUT OF COMBAT===
| WeakAgainst =  
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.
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


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.
| 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)) -->


All that holds the Atropals away from our bright reality is the light and positive energy of our realmsBut 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.
| MoveTypes = [[Walk]] 30 ft., [[Hover]] 30 ft, [[Greater Flight]] 240 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Lesser Climb]] 40 ft.) -->
  <!--  [[Vaulting]]                                          -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


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 with a caster level of 30....
| 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 type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


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.
| 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 type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will 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") -->
 
| PriAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| 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                            -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; 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" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| 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 =
  <!-- 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                            -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; 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" or "swarm") -->
 
| NudgeSecToHit = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| 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                            -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; 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" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| 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                            -->
 
| QuaAtkVSTouchAC =
  <!-- 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" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 -->
 
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| 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                            -->
 
| RangedAtkVSTouchAC =
  <!-- 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" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 43
| Dex = 15
| Con = -
| 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  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  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-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 existence 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 {{#var:Special1StandardDmg}} points of negative energy damage (no save).  This negative energy heals undead in the aura for the same amount. 
 
:Any undead creature CR25 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 availiable 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 below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  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-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 1d20 plus {{#var:Special2TouchAttack}}. 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 {{#var:Special2SaveDC}}). If successful, the ability damage is halved (round up) and the teleport is negated.  If there is no un-occupied, unblocked square adjacent to the Atropal, it may place their victim in any 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 below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Monstrous Magic
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--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 100 feet and inflicts 150 points of negative energy damage upon it. The victim may make a Will save against a DC of {{#var:Special3SaveDC}}.  If successful, they only take 75 points of damage.
 
:*Create Greater Undead
:The Atropal may use the presence of a corpse within 60 feet to spawn an Undead of CR25 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 CR25 or below. This allows it to up-spawn the Mohrg's created by its Aura, for example.
 
:*Destroy Magic
:The Atropal may choose a 7x7 square area centered within 60 feet of its space.  Any spell effects ongoing within that space are ended immediately. 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 Sight
:The Atropal renders itself invisible to all senses. This lasts until the end of the encounter, or the Atropal makes an attack roll against an enemy.
 
:*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 Sight, 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 below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Fast Healing
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = 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 {{#var:Special4-CR}} points of damage. This ability stops only when the beast is reduced to below zero hitpoints and 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 below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  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-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 which 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 a DC of {{#var:Special5-Maneuver-Defense}}.  If the attacker fails to equal or exceed the DC, the effect does nothing.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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 below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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 below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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 below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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 below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = If at all possible the Atropal will begin combat using its Gemini Twin.  Essence destruction, the Monstrous Magic Harm, and Baleful Gaze are the main attacks.  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 located, 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 Sight 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 healing 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 upgrade to Greater Undead.  Multiple Atropals will stack their Azoic Aura's if they can, so they can maximize the negative damage they inflict and heal one another. 
 
: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 Sight to double back and continue the attack. 
 
:Good luck, you're going to need it.
 
 
 
<!--  OUT OF COMBAT  -->
 
| 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.
 
: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 with a caster level of 30.... 
 
: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.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Revision as of 21:41, 29 October 2017

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:
10+
on a d20

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):

  • 1x Soul-Shredding Fangs +41 (1d4 points of Essence Destruction per hit)
    as undefined damage type

Full Attack (Melee):

  • 1x Soul-Shredding Fangs +41 (1d4 points of Essence Destruction per hit)
    as undefined damage type
  • 2x Soul-Tearing Claws +42 (6d6+35/x2)
    as undefined damage type

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)

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 existence 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 points of negative energy damage (no save). This negative energy heals undead in the aura for the same amount.

Any undead creature CR25 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 availiable 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)

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 plus . 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 ). If successful, the ability damage is halved (round up) and the teleport is negated. If there is no un-occupied, unblocked square adjacent to the Atropal, it may place their victim in any legal (unblocked, unoccupied) square it can see. If there are no legal squares, the teleport fails.

Monstrous Magic (Su)

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 100 feet and inflicts 150 points of negative energy damage upon it. The victim may make a Will save against a DC of . If successful, they only take 75 points of damage.
  • Create Greater Undead
The Atropal may use the presence of a corpse within 60 feet to spawn an Undead of CR25 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 CR25 or below. This allows it to up-spawn the Mohrg's created by its Aura, for example.
  • Destroy Magic
The Atropal may choose a 7x7 square area centered within 60 feet of its space. Any spell effects ongoing within that space are ended immediately. 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 Sight
The Atropal renders itself invisible to all senses. This lasts until the end of the encounter, or the Atropal makes an attack roll against an enemy.
  • 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 Sight, which is very, very confusing indeed. The spells affect other targets normally, despite originating from the Twin.

Fast Healing (Ex)

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 points of damage. This ability stops only when the beast is reduced to below zero hitpoints and positive energy is inflicted upon it while it is at negative health.

Spell Resistance (Ex)

Atropals are horrifying things from the Outer Darkness, and very much not a natural part of the world. The seething magics which 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 a DC of . If the attacker fails to equal or exceed the DC, the effect does nothing.

Atropal

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

If at all possible the Atropal will begin combat using its Gemini Twin. Essence destruction, the Monstrous Magic Harm, and Baleful Gaze are the main attacks. 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 located, 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 Sight 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 healing 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 upgrade to Greater Undead. Multiple Atropals will stack their Azoic Aura's if they can, so they can maximize the negative damage they inflict and heal one another.
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 Sight 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 with a caster level of 30....
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)