THE SHARED REFERENCE Adventurer

Monster

Atropal

Outside your table’s allowed sources

Official reference · ToA · 2014

Creature type
Undead
Size
Huge
Armor class
7
Hit points
225 (18d12 + 108)
Speed
Fly 50 ft. (hover)
Challenge rating
13
Alignment
Neutral Evil
Strength
19
Dexterity
5
Constitution
22
Intelligence
25
Wisdom
19
Charisma
24
Passive Perception
14
Saving Throws
con: +11; wis: +9
Senses
darkvision 120 ft., truesight 120 ft.
Languages
understands Celestial but utters only obscene nonsense
Immunities
cold, necrotic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened, poisoned
Vulnerabilities
radiant

Traits

Magic Resistance

The atropal has advantage on saving throws against spells and other magical effects.

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.

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.

Actions

Touch

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.

Ray of Cold

Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.

Life Drain

The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 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.

Summon Wraith (Recharge 6)

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 uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Touch

The atropal makes a touch attack.

Ray of Cold (Costs 2 Actions)

The atropal uses its Ray of Cold.

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 DC 19 Constitution saving throw or gain 1 level of exhaustion.

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