Atoth

Large undead, chaotic evil

Armor Class 23 (natural armor)
Hit Points 290 (20d10 + 180)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 24 (+7) 28 (+9) 5 (-3) 13 (+1) 22 (+6)

Saving Throws Con +16, Wis +8, Cha + 13
Skills Perception +7, Stealth +14
Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone
Senses truesight 120 ft., passive Perception 17
Languages Ashtuul (can’t speak), Belligren, (can’t speak); Common (can’t speak), Jagladine (can’t speak), Ultari (can’t speak); telepathy 60 ft.
Challenge 17 (18,000 XP)

SPECIAL TRAITS

  • Dimensional Omniscience. Whenever a living mortal creature within 1 million miles uses a teleportation effect, or a necromancy effect that separates a creature’s spirit from its body (such as astral projection or magic jar), the atoth senses their transition and can use its dimensional rift ability to hunt them down. It cannot sense creatures shielded by mind blank unless they are within its line of sight. It can also sense the presence of creatures using effects like ethereal jaunt within 1 mile, regardless of the atoth’s planar location, and can use its nightmare rift ability to intercept them. Effects used by outsiders or immortal creatures do not attract an atoth’s attention when using effects such as these.
  • Feed on Fear. At the end of every turn in which an atoth is within 15 feet of a frightened creature or creature at 0 hit points, it regains 10 hit points for each creature that satisfies one or more of these conditions.
  • Incorporeal Movement. The atoth can move through other creatures and objects as if they were difficult terrain. It takes 5 force damage if it ends its turn inside an object.
  • Innate Spellcasting (Psionic). The atoth’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no components.
    • At Will: detect thoughts, hideous laughter, telekinesis
    • 3/Day: confusion, fear
    • 1/Day: feeblemind Nightmare Rift. An atoth can tear holes in the dimensions, allowing them to transport themselves across and between dimensions and planes to intercepting creatures between midst of dimensional travel. The atoth appears instantaneously adjacent to its targets, interrupting their journey and drawing them into an infinite null-space outside of normal space and time. Creatures can attempt a DC 19 Wisdom saving throw to resist being drawn into the nightmare rift; however, if one or more allies fail a saving throw and are drawn into it, allies who have successfully saved may choose to be drawn in. Creatures that succeed and are not drawn into the nightmare rift suffer from a monstrous visitor the next time they sleep as per the dream spell with a save DC of 19. If the save is failed, these nightmares continue to plague them every time they sleep. These nightmares continue until a creature successfully saves on three consecutive nights. They also can be ended by remove curse, miracle, or wish.
    • Turn Resistance. The atoth has advantage on saving throws against any effect that turns undead.

    ACTIONS

    • Multiattack. The atoth makes three incorporeal touch attacks.
    • Incorporeal Touch. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 33 (6d10) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or have its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. On each successful attack, the atoth gains 10 temporary hit points. Humanoids slain by an atoth become wraiths in 1d4 rounds. These wraiths are not under the control of the atoth but similarly hate all life and attack living creatures they encounter. If not destroyed, they will often stay with the atoth that created them for 1d4 days before departing. These wraiths share the atoth’s channel resistance as long as they are within 30 feet of the atoth that spawned them.
    • Frightful Presence. Each creature of the atoth’s choice that is within 120 feet of the atoth and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the atoth’s Frightful Presence for the next 24 hours.

    LEGENDARY ACTIONS

    The atoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The atoth regains spent legendary actions at the start of its turn.

    • Incorporeal Touch. The atoth makes an incorporeal touch attack.
    • Frightful Presence. The atoth uses its frightful presence attack.
    • Use a Psionic Ability (2 actions). The atoth can use one of its innate psionic spells.

    ATOTH LAIR

    The nightmare rift has no natural light. There is no solid matter within the rift nor any gravity, but all creatures gain a fly speed of 30 feet (hover). Conjuration and teleportation effects do not function within the rift, nor do effects that alter the flow of time or allow divination that reveals information about the past or future.

    The rift is a dimension purely of mind, so mindless creatures cannot be drawn into it, nor can unconscious creatures; if either type of creature accompanies those who have failed their save, they are held in a null-border between moments at the edge of the rift while their fellows encounter the atoth. Creatures knocked unconscious within the rift disappear into this nullspace as well, as are the physical remains and gear of creatures killed within the rift. If the atoth is destroyed, the rift collapses and creatures within it continue on to their final destination, accompanied by any wraiths created within the nightmare rift. If all creatures other than the atoth and wraiths are killed or knocked unconscious, they and their remains return to their point of origin in the Material Plane while the atoth and its wraiths are shunted away 1d100 x 100 miles in a random direction.

    On initiative count 20 (losing ties), the atoth takes a lair action to cause one of the following effects.

    • The atoth can dispel any light source within 60 feet. Non-magical lights are automatically snuffed. Magical lights are affected as dispel magic.
    • The atoth gains a point of inspiration.
    • The atoth can prevent any extradimensional travel into or out of the nightmare rift for 1 round. The atoth is assumed to use this power each round by default unless it is pressed to use another option.

    ABOUT

    Atoths are hideous undead parasites that exist outside of time within the void of space. When a ceroptor dies within its host body during extra-dimensional travel, the material essence associated with the corporeal body tears free and jettisons into the void. The essence of the material form then reforms creating the atoth. Lacking souls and therefore devoid of true consciousness, they cannot fully merge with the outer realms. As a result, their forms remain tragically addicted to the egoic consciousness of living things. This means that while atoth can potentially travel anywhere in the void, they remain inextricably bound to exist in the dimensions that surround the world upon which their old material form was fabricated. Atoths are singularly consumed with feeding off the psychic energies of living creatures, particularly emotional energies such as joy, love, fear, and anger. They are cursed to sense these energies radiating from the material worlds upon which they can no longer manifest, thus whenever a living being breaks from the material form and enter the dimension of non-being, the atoth explode into a frenzied rush to devour their mortal essence in its discorporate form. Cruelly, they can beget no true sustenance from the emotions of their victims. Following only a brief period of satiation that antecedes their feasting, their emptiness and disconnect returns a thousand-fold, driving them to become even more aggressive and ferocious in their hunts.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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