Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 19
Dexterity: 5
Constitution: 22
Intelligence: 25
Wisdon: 19
Charisma: 24
Saving Throws
Saving Throw Bonuses
Consitution: +11
Wisdom: +9
Offense
Touch
Circumstance: Melee
9 to hit, reach 5 ft., one target. (3d6) necrotic damage.
Offense
Ray of Cold
Circumstance: Ranged
12 to hit, range 120 ft., one target. (6d6) cold damage.
Action
Life Drain
The atropal targets one creature it can see within 120 feet of it. The target must succeed on a 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt.
Action
Summon Wraith {@recharge}
The atropal summons a wraith which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The Wraith vanishes when it drops to 0 hit points or when its summoner dies.
Legendary Action
Touch
The atropal makes a touch attack.
Legendary Action
Ray of Cold (Costs 2 Actions)
The atropal uses its Ray of Cold.
Legendary Action
Wail (Costs 3 Actions)
The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a 19 Constitution saving throw or gain 1 level of exhaustion.
Trait
Magic Resistance
The atropal has advantage on saving throws against spells and other magical effects.
Trait
Negative Energy Aura
Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage. If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.
Trait
Turn Resistance Aura
The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.
Trait
Passive Perception
14
Immunities
Damage Immunities
cold
necrotic
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Immunities
Condition Immunities
charmed
exhaustion
frightened
poisoned
Vulnerabilities
radiant
Senses
darkvision 120 ft.
truesight 120 ft.
Languages
understands Celestial but utters only obscene nonsense
An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. Since an atropal was never truly alive, it can't be raised from the dead or resurrected by any means. Even divine intervention can't breathe true life into this hateful, miserable horror.
An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless, overlarge head set with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender, with tiny hands ending in cruelly shaped nails. An atropal never walks but always floats, with its atrophied, dead legs hanging useless below it.
Negative Energy Connection
The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact, it attaches to the Negative Plane. This connection gives the atropal power over death and undeath. The cord can be severed by a vorpal sword or other vorpal weapon, and doing so weakens the atropal's tie to the Negative Plane.
An atropal can summon vestiges of creatures that died in the Negative Plane, which manifest as wraiths. These servants can exist outside the Negative Plane only by the atropal's sheer force of will, and they quickly dissipate when the atropal is destroyed.
Undead Nature
An atropal doesn't require air, food, drink, or sleep.
5e Tools
Actions/Abilities/Traits: D&D 5e