Revised ELH Abominations

Belzamus

First Post
I'll be using these as bases for a group of Sidereals in my setting and figured I'd post them here (the revised abominations, not the Sidereals).

I only have the Xixecal done so far, but I've been going pretty fast lately (sometimes two or three First Ones in a day, god, I should get a job.)

So how's he look? I think he came out fairly well. I wanted him to be about as strong as the Amilitici. I think they're at least in the same vicinity now.

His SR ended up really high...


Immortal Xixecal

Titanic Outsider (Cold, Chaotic, Evil, Extraplanar)

Hit Dice: 90d8+ 3,060 (3,780 hp)
Initiative: +15 (+3 Dexterity +4 Divine +8 Superior Initiative)
Speed: 240 ft.

Armor Class: 108 (-16 Size +17 Deflection +3 Dexterity +4 Divine +90 Natural)
Flat-Footed: 105 Touch: 18

Base Attack/Grapple: +90/+157
Space/Reach: 100 ft./150 ft.

Attacks: 2 Claws +151/+146/+141/+136 10d10 +51 +10d10 Divine Cold +Constitution Drain 18-20/x4
Bite +146 10d10 +74 +10d10 Divine Cold +Constitution Drain
Stomp +146 15d10 +74 +15d10 Divine Cold +Constitution Drain

Special Attacks: Breath Weapon (45d10 Divine Cold), Constitution Drain (4 points), Cold (DC 76), Divine Cold, Summon White Dragon, Rend 20d10 +91 +20d10 Divine Cold

Special Qualities: Abomination Traits, Cold Immunity, Dire Winter, DR 50/Epic, Good, and Adamantine, Fast Healing 45, Fire Vulnerability, Regeneration 45, SR 104

Saves: Fort +84 Ref +54 Will +52
Abilities: Str 105 Dex 17 Con 84 Int 16 Wis 12 Cha 44

Skills: Climb +144, Concentration +134, Hide +76 (+126 in blizzard), Jump +144, Knowledge (arcana, religion, the planes) +97, Listen +95, Search +95, Spellcraft +97, Spot +95

Feats: Cleave, Clinging Breath, Great Cleave, Improved Critical (Claw), Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Rapidstrike (Claw), Improved Snatch, Improved Sunder, Lingering Breath, Maximize Breath, Multiattack, Power Attack, Rapidstrike (Claw), Recover Breath (3), Tempest Breath, Snatch

Epic Feats: Dire Charge, Greater Critical (Claw), Greater Critical Multiplier (Claw), Greater Power Attack, Greater Sunder, Improved Critical Multiplier (Claw), Light Eradication, Perfect Cleave, Power Attack Mastery, Superior Cleave, Superior Initiative, Uncanny Power Attack

ECL: 105
CR: 70
Alignment: Chaotic Evil
Environment: Para-Elemental Plane of Ice, Primordial Glaciers

Combat

A Xixecal is always accompanied by 5 Great Wyrm White Dragons. These dragons generally spend their turns casting defensive spells on the Xixecal, beginning with Protection From Energy (Fire). They are also not above casting Antimagic fields all over the battlefield, which barely hampers their Xixecal master. Xixecals typically open combat with their breath weapon modified by the Maximized Breath, Tempest Breath, and Lingering Breath feats, before dire charging into melee and making liberal use of its Uncanny Power Attack.

Breath Weapon: Once per round as a standard action, a Xixecal may exhale a 250 ft. cone of frozen air, dealing 45d10 Divine Cold damage to everyone caught within the effect. A reflex save (Dc 61) halves the effect.

Cold: Each hit from a Xixecal’s melee attacks induces a slow spell on the target for 10 rounds. A fortitude save (Dc 72) negates the effect.
Constitution Drain: On each successful claw attack, the Xixecal drains 1d4 constitution from the target, healing itself 10 points for each point drained. This damage and healing is multiplied on a critical hit.

Dire Winter: A Xixecal is perpetually surrounded by the Dire Winter epic spell. This creates a 1,000 ft. blizzard around the Xixecal at all times, causing all creatures caught within to move at half speed in addition to taking 2d6 points of Divine Cold damage each round. Search, Spot, and Listen checks, in addition to all ranged attacks other than siege engines, are impossible within this blizzard. Any open flame has a 75% chance to become extinguished each round. Any creature of less than Large size must make a DC 18 fortitude save each round to avoid being knocked prone. Large or larger creatures cannot move unless they succeed on the same fortitude save.

Divine Cold: The chill that emanates from a Xixecal is enough to freeze the very soul. Even creatures that are normally immune to cold are 50% affected by this unholy frost. In addition, a Xixecal deals additional Divine Cold damage on each hit equal to the base damage dice of the attack.

Regeneration: Xixecals take normal damage from Lawful, Epic weapons

Spell-Like Abilities:

Caster level 94th; save DC 31 + spell level.
At Will: Blasphemy, Desecrate, Empowered Polar Ray, Extended Wall of Ice, Greater Dispel Magic, Dominate Monster, Greater Invisibility, Hold person, Maximized Cone of Cold, Meteor Swarm (Cold), Unholy Aura, Widened Ice Storm


Summon White Dragon: Once per day a Xixecal may summon up to 5 Great Wyrm White Dragons.
 
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Belzamus

First Post
Here's the Phaethon, and I must say, he is... nasty. I increased the Xixecal's CR to be closer to the Phaethon's, since I consider them about equal in difficulty, and 50 was just too low.

The only thing I'm a little shaky on is his SLAs. I like the idea of them being meta-magicked inherently, but there's little precendet for it. I should probably update the Xixecal with that too...

Immortal Phaethon

Gargantuan Outsider (Elemental, Evil, Extra-Planar, Fire, Ooze)

Hit Dice: 96d8 +5,472 (6,240 hp)
Initiative: +20 (+12 Dex, +8 Superior Initiative)
Speed: 120 ft., Burrow 120 ft.

Armor Class: 68 (-4 Size, +19 Deflection, +12 Dexterity, +4 Divine, +27 Natural)
Flat-Footed: 56 Touch: 41

Base Attack/Grapple: +96/+143
Space/Reach: 20 ft./10 ft.

Attack: 8 Pseudopod Slams +133 Melee Touch 4d8 +65 +4d8 Divine Fine 19-20/x3

Special Abilities: Devouring Flame, Divine Fire, Improved Grab, Scoria, Spell-Like Abilities, Swallow Whole, Summon Primal Fire Elemental, Telepathy

Special Qualities: Abomination Traits, Amorphous, DR 65/Epic and Lawful, Fast Healing 65, Legendary Constitution, Immunity to Fire, Regeneration 65, SR 110

Saves: Fort +111 Ref +66 Will +62
Abilities: Str 72 Dex 34 Con 124 Int 8 Wis 26 Cha 48

Skills: Climb +134, Craft (Metal, Stone-Working) +33, Hide +55, Jump +114, Knowledge (Geography) +68, Listen +79, Move Silently +105, Search +102, Spot +108

Feats: Alertness, Cleave, Great Cleave, Improved Critical (Slam), Improved Initiative, Improved Natural Attack (Slam), Iron Will, Power Attack, Improved Sunder, Weapon Focus (Slam)

Epic Feats: Epic Potency (15), Epic Weapon Focus (Slam), Improved Critical Multiplier (Slam), Greater Sunder, Overcome Weakness (Cold), Power Attack Mastery, Superior Initiative, Superior Sunder, Suppress Weakness (Cold), Uncanny Power Attack

Alignment: Chaotic Evil
Environment: Elemental Plane of Fire, Para-Elemental Plane of Magma, Volcanoes, Suns
ECL: 108
CR: 72

Combat

A Phaethon opens combat by summoning 3 Primal Fire Elementals and then launches salvos of Spell-Like Abilities before enemies close, at which point it engages in melee, Power Attacking with impunity.

Amorphous

A Phaethon’s laval nature makes it nearly impervious to physical harm. All physical attacks deal ½ damage to a Phaethon before Damage Reduction.

Devouring Flame

A Phaethon’s fire consumes those it touches. Any Fire Damage dealt by a Phaethon repeats itself in the next round.

Divine Fire

All Fire Damage dealt by a Phaethon is half normal fire and half Divine Energy that ignores immunity or resistance.

Improved Grab

If a Phaethon hits with a Pseudopod, it deals normal damage and attempts to start a Grapple as a Free Action without provoking an attack of opportunity. Phaethons can use Improved Grab on a Huge or smaller creature. A Phaethon has the option to conduct the grapple normally, simply maintaining a Pseudopod hold, or attempting to absorb the opponent by swallowing the foe whole. Each successful Grapple Check it makes during successive rounds automatically deals the damage listed for the Pseudopod. A Phaethon may act normally while maintaining the hold.

Immunities

Phaethons, being Abominations, Elementals, and Oozes, are immune to the following: Ability Damage, Ability Drain, Critical Hits, Death From Massive Damage, Energy Drain, Fire, Flanking, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning, and Spells of the Enchantment, Illusion, and Transmutation schools.

Scoria

Anyone striking a Phaethon takes 4d8 Divine Fire damage. Likewise, any blows that does not overcome the Phaethon’s Damage Reduction inflicts the difference on the weapon. Non-Magical weapons striking a Phaethon disintegrate instantly.

Spell-Like Abilities

Caster Level 100, DC 33 + Spell Level
At Will- Empowered Delayed Blast Fireball, Maximized Flame Strike, Meteor Swarm, Quickened Fireball, Widened Fire Storm, Extended Wall of Fire

Summon Primal Fire Elemental

Once per day, a Phaethon may summon 3 Primal Fire Elementals as a Standard Action.

Swallow Whole

A Phaethon can absorb opponents it holds with a second successful Grapple Check after a grab. The opponent must be Huge or smaller. Absorbed creatures take 20d10 points of Bludgeoning Damage and 20d10 points of Divine Fire Damage each round they remain inside a Phaethon. Victims must make a successful grapple check to “swim” free of the living magma of the Phaethon.

Telepathy

A Phaethon may communicate mentally with any creature within 1,000 ft. that has a language.
 

Howdy Belzamus mate! :)

Belzamus said:
I'll be using these as bases for a group of Sidereals in my setting and figured I'd post them here (the revised abominations, not the Sidereals).

Would these be the Avatar forms of the Sidereals?
 

Belzamus

First Post
Hmm...I never really thought about it. I really just needed a base to build them from, but they could be. The Sidereals would only be around Elder Ones in power for the most part, meaning...these are probably strong enough to function as avatars.

Let's see...an average avatar for an average Elder One would have 60 HD and be an Intermediate Deity, so...a roughly 100 HD Quasi Deity (equivalent) would be nearly equal.

So, yeah, I think they would function nicely, while the ELH Abominations could serve as Aspects, I'd imagine, with maybe a little work to bring them in line where necessary.

I admit these are likely a little high-powered for most settings, and I'm a mean DM so they end up having nasty ability synergy. They might work better as unique entities in most games rather than the standard monster. Though, in my setting, the basic soldiery in the Firstborn Epoch are around ECL 100 or so, so these fit right in as run of the mill entities in there.

Though the idea of these Elder Abominations having armies of my versions is a little off base considering the fact they're as strong as their avatars. Hmm...probably stems from the fact that most of my other monsters have Sidereal patrons of Old One or First One status, which makes a little more sense.

I have the Phane almost done, just have to write out its immunities. He's a piece of work. Should be up soon.
 

Belzamus

First Post
Here's the Phane, probably the strongest so far, though good saves would see most parties of this level through without too much hassle, I think.

I was worried Time Stop at will was overpowered for this level, but...there's not really much he can do in a Time Stop besides run away with Greater Teleport.

Oh, and U_K, do the CRs look low? I could see them being a bit higher, but I think a 70ish level party could handle them in most cases..

Immortal Phane

Large Outsider (Abomination, Chaotic, Evil, Extra-Planar, Incorporeal)

Hit Dice: 72d8 +792 +360 (1,872 hp)
Initiative: +57 (+49 Dexterity, +8 Superior Initiative)
Speed: 80 ft., Fly 240 ft. (Perfect)

Armor Class: 121 (-1 Size, +34 Deflection, +49 Dexterity, +4 Divine, +7 Dodge, +18 Insight)
Flat-Footed: 65 Touch: 121

Base Attack/Grapple: +72/--
Space/Reach: 10 ft./10 ft.

Attack: Incorporeal Touch +146 144d8 Chronal Cold + Stasis Touch (DC 71)

Special Abilities: Chronal Blast, Spell-Like Abilities, Stasis Touch, Time Leach

Special Qualities: Abomination Traits, Chronal Displacement, DR 35/Epic and Lawful, Fast Healing 35, Legendary Dexterity, Null Time Field, Quickness, Regeneration 35, Resonating Touch, Sonic Immunity, Slipstream, Telepathy, Temporal Insight, Time Regression, SR 86

Saves: Fort +75 Ref +121 Will +81
Abilities: Str 0 Dex 108 Con 36 Int 32 Wis 46 Cha 70

Skills: Balance +121, Bluff +105, Concentration +88, Diplomacy +105, Hide +121, Intimidate +105, Jump +75, Knowledge (Arcana, Religion, Nature, the Planes) +86, Listen +93, Move Silently +121, Search +86, Sense Motive +93, Spell-Craft +86, Spot +93, Swim +75, Tumble +105

Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (Incorporeal Touch), Lighting Reflexes, Mobility, Spring Attack, Weapon Focus (Incorporeal Touch)

Epic Feats: Combat Mastery, Epic Reflexes, Epic Weapon Focus (Incorporeal Touch), Fire Baptism, Improved Combat Expertise, Improved Dodge, Improved Toughness (5), Sixth Sense, Superior Initiative, Supreme Dodge, Timely Dodge

Alignment: Chaotic Evil
Environment: Space, Time Distortions
ECL: 114
CR: 76

Combat

Phanes are horrific opponents, making use of all their terrifying temporal abilities to overwhelm opponents.

Chronal Blast

As a Standard Action, the Phane may make a Ranged Touch Attack with a range of 820 ft. The target takes 1d12 damage per their Hit Dice, i.e., if the Phane hit a 70th level fighter with this ability, he would take 70d12 damage.

Chronal Displacement

A Phane constantly shifts between time streams, making it difficult to affect with any ability. It has a 50% chance of ignoring any effect. (This stacks with its Incorporeal traits to provide a 62.5% miss chance.)

Immunities

Phanes are immune to Death by Massive Damage, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools.

Null Time Field

A Phane is surrounded by a Null Time Field with a radius of 820 ft. Any opponent within the Null Time Field must make a Will Save (DC 62) each round or be unable to act, frozen in time. Those making their save are still treated as Slowed while within the Null Time Field.

Quickness

Phanes are preternaturally fast and are always treated as Hasted.

Resonating Touch

The damage of a Phane’s Incorporeal Touch Attack doubles every time it used against the same opponent consecutively. (Two doublings equals a tripling.)

Slipstream

Phanes are utterly unfettered by time. They are immune to temporal and aging effects, cannot be undermined by time travel, and join in any Time Stop cast within 820 ft.

Spell-Like Abilities

Caster Level 90th DC 62 + Spell Level

Always Active: Detect Good, Detect Magic, Greater Invisibility, Tongues, Unholy Aura
At Will: Greater Teleport, Quickened Slow, Trap the Soul, True Strike, Time Stop
4/day: Safe Time, Time Duplicate

Telepathy

A Phane may communicate telepathically with any creature within 1,000 ft. that has a language.

Temporal Insight

Phanes receive an Insight Bonus on Armor Class, Attack Rolls, Caster Level, Saving Throws, and Save DCs equal to their Wisdom Modifier.

Time Leach

Once a Phane has sealed an opponent in Temporal Stasis, it begins to leach away its time. For every round an opponent remains removed from the time stream, they gain 1 Negative Level. This is not caused by Negative Energy and ignores immunity to Energy Drain. These Negative Levels persist for 1 day per round spent in Temporal Stasis and can only be recovered by a Miracle or Wish spell.

Time Regression

A Phane may replay 4 rounds of combat per day, in which all its opponents act in the exact same manner and it may change its actions freely.
 


Belzamus

First Post
Oh, it's tough, there's no doubt about that. Better hope you have powerful Standard-Action ranged attack that can kill it in a few shots...then you have to contend with miss chance. What a monster. Maybe I should up the CR, but the DCs look about right for where it's at.

I don't think it's cheaper than a Void Dragon's instant-win breath weapon, especially combined with Unknowing's instant-kill effect.
 

Belzamus

First Post
Here's the Infernal. I think his SLAs are a little on the weak side. Not sure if that's really a problem since he's pretty devastating in melee.

Immortal Infernal

Large Outsider (Evil, Extra-Planar)

Hit Dice: 120d8 +1,920 (2,880 hp)
Initiative: +24 (+12 Dexterity, +4 Divine, +8 Improved Initiative)
Speed: 80 ft., Fly 240 ft. (Perfect)

Armor Class: 117 (-1 Size, +32 Deflection, +12 Dexterity, +4 Divine, +60 Natural)
Flat-Footed: 105 Touch: 57

Base Attack/Grapple: +120/+152
Space/Reach: 10 ft./10 ft.

Attack: 2 Claws +150/+145/+140/+135 2d8+32 18-20/x3
1 Bite +150 4d6+32 18-20/x3
2 Wings +150/+145/+140/+135 2d6+32 18-20/x3
1 Tail Slam +150 2d8+32 18-20/x3

Special Abilities: Constrict, Dispelling Bite, Improved Grab, Learned Spell Immunity, Rend, Spell-Like Abilities, Spell Suck, Summon Fiend

Special Qualities: Abomination Traits, DR 60/Epic and Good, Fast Healing 60, Regeneration 60, SR 134, Telepathy

Saves: Fort +86 Ref +78 Will +79
Abilities: Str 58 Dex 34 Con 42 Int 30 Wis 36 Cha 66

Skills: Balance +139, Concentration +143, Diplomacy +159, Escape Artist +143, Hide +143, Intimidate +159, Jump +151, Knowledge (Arcana, Religion, the Planes) +137, Listen +140, Move Silently +143, Search +137, Sense Motive +140, Spell-Craft +137, Spot +140, Swim +151, Tumble +143

Feats: Alertness, Cleave, Great Cleave, Improved Critical (Bite, Claw, Tail, Wings), Improved Initiative, Improved Multi-Attack, Improved Natural Attack (Bite, Claw, Tail, Wings), Improved Rapid Strike (Claws, Wings), Multi-Attack, Power Attack, Rapid Strike (Claws, Wings), Rend, Weapon Focus (Bite, Claw, Tail, Wings)

Epic Feats: Dire Charge, Epic Weapon Focus (Bite, Claw, Tail, Wings), Greater Critical (Bite, Claw, Tail, Wings), Greater Power Attack, Improved Critical Multiplier (Bite, Claw, Tail, Wings), Light Eradication, Perfect Cleave, Perfect Multi-Attack, Power Attack Mastery, Superior Initiative, Supreme Cleave, Uncanny Power Attack

Alignment: Neutral Evil
Environment: Lower Planes
ECL: 117
CR: 78

Combat

Infernals are equally comfortable strafing their foes and lashing out with spell-like abilities or charging into melee. Cunning tacticians, they know when to withdraw and when to rush the enemy. They often target spell-casters first.

Constrict

If an Infernal establishes a hold with Improved Grab, it may Constrict the opponent as a Free Action each round the grapple is maintained, dealing 2d8+40 damage in addition to Spell Suck.

Dispelling Bite

Those bitten by an Infernal are affected by a Greater Dispel Magic (Caster Level 124).

Immunities

Infernals are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, and Spells from the Enchantment, Illusions, and Transmutation schools.

Improved Grab

Whenever an Infernal succeeds with a Tail Slam, it may initiate a Grapple as a Free Action that does not provoke an Attack of Opportunity.

Learned Spell Immunity

Once affected by a spell, an Infernal is forevermore immune to that spell from that specific caster (including any permutations through Metamagic).

Rend

Whenever an Infernal succeeds with 2 Claw attacks, it automatically Rends the opponent for 4d8+40 damage. An Infernal may Rend multiple times per round if it connects with more than 2 Claw attacks.

Spell-Like Abilities

Caster Level 124th DC 42 + Spell Level

Always Active: Blur, Detect Chaos, Detect Law, Detect Good, Detect Magic, Greater Invisibility, Magic Circle Against Good, Read Magic, Unholy Aura
At Will: Animate Dead, Blasphemy, Charm Person, Create Undead, Darkness, Deeper Darkness, Desecrate, Extended Wall of Fire, Fear, Greater Teleport, Hold Person, Implosion, Major Image, Maximized Unholy Blight, Meteor Swarm, Produce Flame, Pyrotechnics, Quickened Fireball, Scrying, Suggestion, Symbol of Death, Telekinesis, Unhallow, Widened Fire Storm
4/day Damnation, Hellball

Spell Suck

Whenever an Infernal bites a foe, they lose a spell from the highest level they can cast, as though having expended the slot through casting the spell. If they cannot cast spells, the target instead takes two points of Intelligence Drain. The Infernal may store these spells and release them as a Standard Action (Caster Level 123) so long as the spell is of 20th level or lower.

Summon Fiend

Infernals may summon 6 Balors, 6 Pit Fiends and 6 Ultra-Daemons per day. All arrive with maximum Hit Points per Hit Die.

Telepathy

An Infernal may communicate with any creature within 1,000 ft. that has a language.
 

Belzamus

First Post
Oh, I'm putting it off at the moment, but does anyone have any suggestions for cool additions to the Dream Larva? Kind of drawing a blank here. I'd hate to just buff it's existing abilites when it's such a ripe concept.

Additionally, I won't be doing the Chichimec or Anaxim as...I just don't like them, honestly, and they don't really fit my setting. If anyone else wants to take a stab in this vein, it'd be cool though.

So, Atropal, then Heca (and I love U_K's revision, I just need a slightly tougher version for my setting), then the Dream Larva. I'm going to do the Umbral Blot, too, as I hate that thing as it stands and I think there's a lot of potential abilities for it in Ascension. Might give the Hunefer and the Uvuudam a shot, too. They could conceivably work in my setting. (Lots of entropy and deicide-aspected creatures, which is why I so, SO wanted to see the Umbrals. :( )
 
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Belzamus

First Post
Immortal Atropal

Large Outsider (Evil, Extra-Planar, Lawful, Undead)

Hit Dice: 100d8 +2,400 +1,500 (4,700 Hit Points)
Initiative: +14 (+6 Dexterity, +4 Divine, +8 Superior Initiative)
Speed: Fly 240 ft.

Armor Class: 162 (-1 Size, +24 Deflection, +6 Dexterity, +4 Divine, +100 Natural, +19 Profane)
Flat-Footed: 156 Touch: 62

Base Attack/Grapple: +100/+137
Space/Reach: 10 ft./10 ft.

Attack: 2 Melee Touches +134 100d6 Negative Energy 19-20/x3
And Eye Ray +130 2d6 Negative Levels 19-20/x3

Special Abilities: Spell-Like Abilities, Summon Unelemental

Special Qualities: Abomination Traits, Divine Necromancy, DR 50/Epic, Good, and Silver, Negative Energy Aura, Rebuke/Command Undead, Regeneration 50, Rotting Blast, SR 133, Telepathy, Unholy Mastery

Saves: Fort +75 Ref +81 Will +94
Abilities: Str 31 Dex 23 Con 0 Int 36 Wis 48 Cha 59

Skills: Bluff +131, Concentration +107, Diplomacy +131, Hide +113, Intimidate +131, Knowledge (Arcana, History, Religion, the Planes) +120, Listen +126, Move Silently +113, Search +120, Sense Motive +126, Spell Craft +120, Spot +126

Feats: Alertness, Combat Expertise, Dodge, Epic Weapon Focus (Eye Ray, Touch), Improved Critical (Eye Ray, Touch), Improved Initiative, Mobility, Spring Attack, Weapon Focus (Eye Ray, Touch)

Epic Feats: Combat Mastery, Improved Critical Multiplier (Eye Ray, Touch), Improved Toughness (15), Negative Energy Burst, Superior Initiative, Undead Mastery, Zone of Animation

Alignment: Lawful Evil
Environment: Astral Plane, Deific Barrows, Primordial Necropoleis, Negative Energy Plane
ECL: 120
CR: 80

Combat

Atropals annihilate their foes with their various negative energy effects and Spell-Like Abilities.

Divine Necromancy

An Atropal’s negative energy is infused with divine power. It ignores immunity to Ability Damage, Ability Drain, Death Effects, Energy Drain and Negative Energy from a non-natural source (i.e. Death Ward) while natural immunity (such as that of Undead) is only 50% effective.

Immunities

Atropals are immune to Ability Damage, Ability Drain, Critical Hits, Death by Massive Damage, Death Effects, Disease, Energy Drain, Mind-Affecting Effects, Necromantic Effects, Paralysis, Poison, Sleep, any effect requiring a Fortitude Save (unless it works on objects) and Spells of Enchantment, Illusion, and Transmutation schools.

Negative Energy Aura

Atropals radiate an aura of unholy energy in a 1,100 ft. radius. Living creatures within this aura suffer a -10 penalty on Armor Class, Attack Rolls, Caster Level, Saving Throws, Skill Checks, Spell Resistance, and the DCs of special abilities. Opponents under 10 Hit Dice are immediately slain and resurrected as Nightwalkers under the Atropal’s control. Undead within the aura gain a +4 Competence Bonus to all the above, Fast Healing 20 and cannot be turned.

Rebuke/Command Undead

An Atropal Rebukes and Commands undead as a 104th level Cleric.

Rotting Blast

As a Standard Action, an Atropal may evoke a blast of necrotic power at a range of 1,100 ft and with a radius of 275 ft. This blast deals 1d6 points of Constitution Drain per round for 4 rounds to any caught within. A successful Reflex Save (DC 107) halves the effect. A Miracle or Wish spell stops the repetition.

Spell-Like Abilities

Caster Level 123rd DC 57 +Spell Level

Always Active: Greater Invisibility, Spectral Hand, Unholy Aura
At Will: Animate Dead, Blasphemy, Create Undead, Create Greater Undead, Desecrate, Greater Dispel Magic, Maximized Cone of Cold, Plane Shift, Power Word Kill, Quickened Finger of Death, Slay Living, Speak With Dead, Project Image, Wail of the Banshee, Weird
4/day: Memento Mori

Summon Unelemental

Once per day, an Atropal may summon 2 Elder Unelementals.

Telepathy

An Atropal may telepathically communicate with any creature within 1,000 ft. that has a language.

Unholy Mastery

Atropals add their Charisma bonus in place of Constitution to their Hit Points. They also gain a Profane bonus to Armor Class, Attack Rolls, Caster Level, Saving Throws, Skill Checks, Spell Resistance, and the DCs of special abilities equal to their Wisdom modifier.
 

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