Abomination, Atropal (CR 30)

Large Undead (Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Spot +19 and listen +8


AC: 51 (-1 size, +2 Dex, +40 natural), touch 11, flat-footed 49
Hit Dice: 66d12 (792 hp); DR: DT 15/good and epic and silver
Fort +22, Ref +26, Will +43
Speed: 5 ft., fly 240 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +; Grapple -
Attack: 2 touches +49 melee touch, eye ray +30 ranged touch
Damage: Touch 2d6 Con drain/19-20, eye ray negative level damage/19-20
Special Attacks/Actions: Constitution drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, summon nightcrawler
Abilities: Str 43, Dex 15, Con -, Int 28, Wis 22, Cha 42
Special Qualities: Abomination traits, undead traits, +6 bonus to rebuke undead checks, regeneration 20, SR 42, negative energy aura.
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; Spring Attack; Weapon Focus (touch); Weapon Focus (eye ray); Whirlwind Attack;
Epic Feats: Devastating Critical (touch); Overwhelming Critical (touch); Undead Mastery; Zone of Animation
Skills: Concentration +82, Hide -2, Knowledge (arcana) +75, Spellcraft +80, Spot +19, and listen +8
Advancement: 67-80 HD (large); 81-100 HD (Huge)
Climate/Terrain: Any
Organization: Solitary
Treasure: Standard

Source: Epic Level Handbook

Atropals are stillborn godlings who spontaneously rise as undead.

A soul-numbing cold comes before and follows after an atropal - the life energy of heroic creatures is suppressed in its foul aura, and the life force of lesser creatures is extinguished. An atropal is black with afterbirth, malformed and unfinished, and obviously undead. Its wet, wrinkled, and bloated humanoid body is surmounted by a hairless, overlarge head. Its eyes are glassy and vacant. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang useless below it. An atropal never walks, but always floats.

When an atropal rises, the gods cringe, and seek to banish the horrid remnant by sealing it away in a separate cemetery plane or beneath the crypts of dead civilizations. Woe to the adventuring party or wizard-archeologist who untombs an atropal - once released, the atropal kills everything in a wider and wider swath until it is somehow neutralized. The undead nations led by necromancer kings of past ages may have actually been led by atropals.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).