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Tips on Streamlining for a Very Large Party?
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<blockquote data-quote="frankthedm" data-source="post: 2953558" data-attributes="member: 1164"><p>If it had a nasty energy draining aura, it was an Atropal. You should have been semi safe until it Greater dispelled your <em>Death Wards</em> since nearly every attack it launches is a drain of some type. If you did not have death ward up, you died in round 1.</p><p>[Sblock=Atropal, aborted fetus a god]</p><p>Size/Type: Large Undead (Evil, Extraplanar, Lawful) </p><p>Hit Dice: 66d12 (792 hp) </p><p>Initiative: +6 (+2 Dex, +4 Improved Initiative) </p><p>Speed: 5 ft., fly 240 ft. (perfect) </p><p>Armor Class: 51 (-1 size, +2 Dex, +40 natural) </p><p>Base Attack/Grapple: +33/+53 </p><p>Attack: Touch +49 melee touch (2d6 Con drain/19-20) </p><p>Full Attack: 2 touches +49 melee touch (2d6 Con drain/19-20), eye ray +30 ranged touch (negative level damage/19-20) </p><p>Space/Reach: 10 ft/10 ft. </p><p>Special Attacks: Constitution drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, summon nightcrawler </p><p>Special Qualities: Abomination traits, undead traits, rebuke/command undead, regeneration 20, SR 42, DR 15/good and epic and silver, negative energy aura </p><p>Saves: Fort +22, Ref +26, Will +43 </p><p>Abilities: Str 43, Dex 15, Con Ø, Int 28, Wis 22, Cha 42 </p><p>Skills: Bluff +85, Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge (arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense Motive +75, Spellcraft +84, Spot +77 </p><p>Feats: Alertness, Cleave, Dodge, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (finger of death), Run, Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack </p><p>Epic Feats: Devastating Critical (touch), Overwhelming Critical (touch), Undead Mastery, Zone of Animation </p><p>Environment: Any </p><p>Organization: Solitary </p><p>Challenge Rating: 30 </p><p>Treasure: Standard </p><p>Alignment: Always lawful evil </p><p>Advancement: 67-80 HD (Large); 81-100 HD (Huge) </p><p></p><p>An atropal’s natural weapons are treated as epic, evil, and lawful-aligned for the purpose of overcoming damage reduction. </p><p></p><p>Combat</p><p>Spell-Like Abilities</p><p>At will—animate dead, blasphemy, create greater undead, create undead, cone of cold, desecrate, greater dispel magic, finger of death, greater invisibility, plane shift, slay living, speak with dead, spectral hand, greater teleport, unholy aura; 5/day—haste, project image, weird. Caster level 30th; save DC 26 + spell level. </p><p></p><p>The save DCs are Charisma-based </p><p></p><p>Rebuke/Command Undead (Su)</p><p>Atropals can rebuke or command undead as a cleric with a level equal to the atropal’s HD + 6. </p><p></p><p>Negative Energy Aura (Su)</p><p>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 a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later). </p><p></p><p>Constitution Drain (Su)</p><p>When the atropal hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The atropal heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 59). The DC is Charisma-based. </p><p></p><p>Energy Drain (Su)</p><p>When the atropal hits with a ranged touch attack (a ray of darkness that it shoots from one eye to a range of 400 feet), the resultant energy drain bestows four negative levels, or eight negative levels on a critical hit. For each negative level bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a critical hit, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 59) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature’s level decreases by one. The DC is Charisma-based. </p><p></p><p>Regeneration (Ex)</p><p>Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons). </p><p></p><p>Summon Nightcrawler (Sp)</p><p>Five times per day an atropal can summon a nightcrawler. </p><p></p><p>Abomination Traits</p><p>Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft. </p><p></p><p>Undead Traits</p><p>Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. [/Sblock]</p><p></p><p>1. Casters must have read thier spell befor casting and must have the text on hand for the dm to read.</p><p></p><p>2. Summoners must have ther monster stats on hand.</p><p></p><p>3. Combatants must have all calculations <em>stated as they roll </em> thier attacks and damage. All dice rolled at the same time.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 2953558, member: 1164"] If it had a nasty energy draining aura, it was an Atropal. You should have been semi safe until it Greater dispelled your [I]Death Wards[/I] since nearly every attack it launches is a drain of some type. If you did not have death ward up, you died in round 1. [Sblock=Atropal, aborted fetus a god] Size/Type: Large Undead (Evil, Extraplanar, Lawful) Hit Dice: 66d12 (792 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 5 ft., fly 240 ft. (perfect) Armor Class: 51 (-1 size, +2 Dex, +40 natural) Base Attack/Grapple: +33/+53 Attack: Touch +49 melee touch (2d6 Con drain/19-20) Full Attack: 2 touches +49 melee touch (2d6 Con drain/19-20), eye ray +30 ranged touch (negative level damage/19-20) Space/Reach: 10 ft/10 ft. Special Attacks: Constitution drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, summon nightcrawler Special Qualities: Abomination traits, undead traits, rebuke/command undead, regeneration 20, SR 42, DR 15/good and epic and silver, negative energy aura Saves: Fort +22, Ref +26, Will +43 Abilities: Str 43, Dex 15, Con Ø, Int 28, Wis 22, Cha 42 Skills: Bluff +85, Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge (arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense Motive +75, Spellcraft +84, Spot +77 Feats: Alertness, Cleave, Dodge, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (finger of death), Run, Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack Epic Feats: Devastating Critical (touch), Overwhelming Critical (touch), Undead Mastery, Zone of Animation Environment: Any Organization: Solitary Challenge Rating: 30 Treasure: Standard Alignment: Always lawful evil Advancement: 67-80 HD (Large); 81-100 HD (Huge) An atropal’s natural weapons are treated as epic, evil, and lawful-aligned for the purpose of overcoming damage reduction. Combat Spell-Like Abilities At will—animate dead, blasphemy, create greater undead, create undead, cone of cold, desecrate, greater dispel magic, finger of death, greater invisibility, plane shift, slay living, speak with dead, spectral hand, greater teleport, unholy aura; 5/day—haste, project image, weird. Caster level 30th; save DC 26 + spell level. The save DCs are Charisma-based Rebuke/Command Undead (Su) Atropals can rebuke or command undead as a cleric with a level equal to the atropal’s HD + 6. 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 a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later). Constitution Drain (Su) When the atropal hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The atropal heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 59). The DC is Charisma-based. Energy Drain (Su) When the atropal hits with a ranged touch attack (a ray of darkness that it shoots from one eye to a range of 400 feet), the resultant energy drain bestows four negative levels, or eight negative levels on a critical hit. For each negative level bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a critical hit, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 59) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature’s level decreases by one. The DC is Charisma-based. Regeneration (Ex) Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons). Summon Nightcrawler (Sp) Five times per day an atropal can summon a nightcrawler. Abomination Traits Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft. Undead Traits Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. [/Sblock] 1. Casters must have read thier spell befor casting and must have the text on hand for the dm to read. 2. Summoners must have ther monster stats on hand. 3. Combatants must have all calculations [I]stated as they roll [/I] thier attacks and damage. All dice rolled at the same time. [/QUOTE]
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