>[!rimg]+ > ![[Atropal.jpg]] > >[!debug]+ > > xMelee/Ranged: +64/+50 > > xSecondary: +59/+45 > > xMultiattack: +62/+48 > > xM/R_PA/PS: +51/+37 > > x2nd/PA: +46/+32 > > xMA_PA: +49/+35 > > xItterative: 4 > > xDmg; Str: +16; Str2: +24; StrOH: +8; StrPA: +42; StrPA2H: +63; StrPAOH: +21 > > xDCs; Str: 59; Dex: 45; Con: 43; Int: 52; Wis: 49; Cha: 59 > > xFeat; 22/33 (11) > > > > > > xLang; 0/9 (9) # Abomination, Atropal <div class="grid-container"><div class="MON">Atropal</div> <div class="CR">CR 30 / MR 7 (9,830,400 XP)</div> <div class="SOU">Epic Level Handbook pg. 159</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Large Undead (abomination) **Init** +6 **Senses** blindsight 500 ft., darkvision 60 ft., all-around vision; **Perception** +79 #### defense **AC** 51, 11 touch, 49 flat-footed (+2 Dex, +40 natural, -1 size) **hp** 1320 (66d8+1056); regeneration 20 (sentient weapons) **Fort** +38, **Refl** +26, **Will** +43 **Feint** 89, **Demoralize** 82 **DR** 15/epic and good; **SR** 41 **Immune** abomination traits; **Resist** cold 20, fire 20 #### offense **Speed** 5 ft., fly 240 ft. (perfect) **Melee** 2 touches +65 (2d6 con drain/19-20) **Ranged** eye ray +50 touch (energy drain/19-20) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** channel energy, constitution drain, energy drain, negative energy aura #### statistics **Str** 43, **Dex** 15, **Con** —, **Int** 28, **Wis** 22, **Cha** 42 **BAB** +49, **CMB** +53, **CMD** +65, **TA** +64, **RTA** +50 **Feats** Alertness, Cleave, Combat Expertise, Devastating Critical (touch), Dodge, Great Cleave, Improved Bull Rush, Improved Critical (eye ray), Improved Critical (touch), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Overwhelming Critical (touch), Power Attack, Quicken Spell-Like Ability, Spring Attack, Undead Mastery, Weapon Focus (eye ray), Weapon Focus (touch), Whirlwind Attack, Zone of Animation **Skills** Fly +77, Intimidate +85, Knowledge (arcana) +78, Knowledge (dungeoneering) +75, Knowledge (history) +75, Knowledge (nature) +75, Knowledge (planes) +75, Knowledge (religion) +78, Perception +79, Sense Motive +79, Spellcraft +78, Stealth +69, Use Magic Device +82 **Languages** #### special abilities ### Channel Energy (Su) Atropals can channel negative energy as a cleric of the same level as the atropal's Hit Die. ### Constitution Drain (Su) Creatures hit by an antropal's touch attack must succeed at a DC 59 Fortitude save or takes 5 points of Constitution drain. The atropal heals 20 points of damage whenever it drains Constitution, gaining any excess as temporary hit points. ### Energy Drain (Su) A creature hit by an atropal's ranged touch attack (a ray of utter darkness that it shoots from one eye to a range of 400 feet) gains four negative levels. For each negative level bestowed on an opponent, the atropal heals 10 points of damage, gaining any excess as temporary hit points. ### Negative Energy Aura (Su) A 30-foot-radius spread negative energy aura spreads from each atropal. All undead in the field (including the atropal) are treated as if having turn resistance +20 and fast healing 20. Living creatures in the aura are gain ten negative levels, death ward, protection from evil and similar magic negate this effect. Creatures killed by this aura rise as spectres under the atropal's command 1 minute later. #### ecology **Terrain** Any **Organization** Solitary **Treasure** Standard **Advancement** 67–80 HD (Large); 81–100 HD (Huge) Atropals are stillborn godlings who spontaneously riseas undead.A soul-numbing cold comes before and follows afteran atropal—the life energy of heroic creatures is sup-pressed in its foul aura, and the life force of lesser crea-tures is extinguished. An atropal is black with after-birth, malformed and unfinished, and obviouslyundead. Its wet, wrinkled, and bloated humanoid bodyis surmounted by a hairless, overlarge head. Its eyes areglassy and vacant. It constantly drools stinking ichor asit mouths obscenities. Its arms are too slender and its tinyhands end in cruelly sharpened nails, while its legs areatrophied, dead things that hang useless below it. Anatropal never walks, but always floats.When an atropal rises, the gods cringe, and seek tobanish the horrid remnant by sealing it away in a sepa-rate cemetery plane or beneath the crypts of dead civi-lizations. Woe to the adventuring party or wizard-archeologist who untombs an atropal—once released,the atropal kills everything in a wider and wider swathuntil it is somehow neutralized. The undead nations ledby necromancer kings of past ages may have actuallybeen led by atropals.