This thread is for the entire FR and not just Faerun, right? I'd throw my vote to Lady of Pain, she's not a god and she's not being worshiped, so she's a legit candidate. Not even the uber Vecna (that I believe is more powerful than the uber Larloch) could beat her. If anyone knows the entire story, would you mind sharing it to us? All I know is that the wiki says that "The closest the Lady of Pain ever came to being overthrown was by Vecna".
@mlnevese But I thought the OP said Forgotten Realms, doesn't that cover Sigil? Then again, even if she qualifies...it feels like cheating bringing her to the table. She's within the league of the gods, perhaps even beyond than most. Who knows.
@DJKajuru That makes sense also. But remember each of these powerful individuals have connections; not to mention other powerful individuals that might feel threatened too and may react. Take Elminster for instance, he has the Harpers behind him. It would hardly be ever a 1 vs. 1, it would almost always be a world war (okay, I'm a bit exaggerating but you know what I mean). As if 1 vs. 1 is not risky enough (e.g. even if I were in Larloch's shoes, I still wouldn't take Halaster Blackcloak lightly even though he greatly outlevels the mad mage).
Few creatures can stand up to a hecatoncheires in combat, not even the gods.
Also, once per day, a Hecatoncherie can summon another one. So, you have to fight 2.
Full Description:
HECATONCHEIRES Huge Outsider (Evil) Hit Dice: 52d8+572 (988 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 100 ft. AC: 70 (–2 size, +30 natural, +20 insight, +12 armor [+5 half plate]) Attacks: 100 greatswords +71 melee; or 100 boulders +53 ranged Damage: Greatsword 2d6 + 20/17–20; or boulder 2d8+20/19–20 Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Superior multiweapon fighting, spell like abilities, summon hecatoncheires
Special Qualities: Abomination traits, electricity immunity, regeneration 40, fast healing 50, SR 70, DR 60/+12 Saves: Fort +39, Ref +30, Will +27 Abilities: Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24 tills: Climb +64, Diplomacy +13, Hide –12, Intimidate +40, Jump +64, Knowledge (history) +33, Listen +99, Search +100, Sense Motive +49, Spot +99, Wilderness Lore +49 Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Critical boulder), Improved Initiative, Multidexterity, Multiweapon Fighting, Power Attack, Sunder, Weapon Focus (greatsword), Weapon Focus (boulder) Epic Feats: Penetrate Damage Reduction, Multiweapon Rend Climate/Terrain: Any Organization: Solitary or pair Challenge Rating: 57 Treasure: Standard Alignment: Always chaotic evil Advancement: 53–58 HD (Huge); 59–70 HD Gargantuan); 71–140 HD (Colossal) Hectaoncheires are the oldest abnominations, born of proto-deities early in the multiverse’s history. At the beginning of time, all things were possible. The definition of form and function for living things was not yet set, and in that time were born the hecatoncheires, the “hundredhanded ones.” The hecatoncheires are huge, standing over 30 feet tall, and like a living tree bulging with knobby boles, they have one hundred arms and fifty heads. Words fail to describe the monstrosity of their forms, or the brutality of their visage. They are always armed, grasping greatsword or boulder in each of their hands. They wear magic halfplate armor. Sometimes a hecatoncheires is armed with one or more magic weapons, as well. From their birth, they were outcast and sealed away by the demiurge that produced them. Other deities who required their insane martial abilities to take down rival deities have released them from time to time. Each time they were released, an old pantheon fell. Few creatures can stand up to a hecatoncheires in combat, not even the gods. Combat Hundred-handed ones rely on their hundred limbs to quickly dispatch foes under a flurry of blows or boulders. Superior Multiweapon Fighting (Ex): A hecatoncheires fights with a greatsword or a boulder in each hand. The hecatoncheires does not suffer an attack or damage penalty for attacking with one hundred weapons. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action). Skills: A hecatoncheires’ fifty heads give it a +50 racial bonus on Listen, Spot, and Search checks. Spell-Like Abilities: At will— greater magic weapon, fly, shield. Caster level 50th; save DC 17 + spell level. Summon Hecatoncheires (Sp): A hecatoncheires can summon one other hecatoncheires once per day, though is loath to do so because then it will be similarly obligated to answer its sibling’s summoning. A summoned hecatoncheires cannot use its summoning power while “summoned.” Abomination Traits: Immune to polymorphing, petrification, and other formaltering 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. Regeneration (Ex): Hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity.
@DJKajuru That makes sense also. But remember each of these powerful individuals have connections; not to mention other powerful individuals that might feel threatened too and may react. Take Elminster for instance, he has the Harpers behind him. It would hardly be ever a 1 vs. 1, it would almost always be a world war (okay, I'm a bit exaggerating but you know what I mean). As if 1 vs. 1 is not risky enough (e.g. even if I were in Larloch's shoes, I still wouldn't take Halaster Blackcloak lightly even though he greatly outlevels the mad mage).
Not only their connections, but also each one's intelligence . Even a guy 10 levels weaker than you might have an extra card in his sleeve, something to be used in emergencies.
Orcus, the Demon Prince of Undead? And what about the Seven Sisters? Anastra Syluné Silverhand, Alustriel Silverhand, Dove Falconhand, Laeral Silverhand Arunsun, Alassra Silverhand (The Simbul), and Qilué Veladorn? The Simbul is the most powerful sorceress in all of the Forgotten Realms! I think she designed a couple of spells, like the spell sequencers, if I'm not mistaken?
@mlnevese But I thought the OP said Forgotten Realms, doesn't that cover Sigil? Then again, even if she qualifies...it feels like cheating bringing her to the table. She's within the league of the gods, perhaps even beyond than most. Who knows.
Nope. Sigil is located at the plane of Concordant Opposition...
But I thought the OP said Forgotten Realms, doesn't that cover Sigil? Then again, even if she qualifies...it feels like cheating bringing her to the table. She's within the league of the gods, perhaps even beyond than most. Who knows.
Nope. Sigil is located at the plane of Concordant Opposition...
Oh I see. I had the impression that Forgotten Realms cover all planes. It appears Planescape is another campaign on its own. I suppose Concordant Opposition is part of Planescape campaign setting?
@Illustair the Forgotten Realms exist in a single planet of the Prime Material Plane called Abeir-Toril. From a certain point of view you can say that Forgotten Realms and all other campaigns released by TSR/Wizards are part of the Planescape campaign Setting.
By "exist", you mean anything within Toril is an FR campaign right? That's how I understand it now. Before, I thought FR represents the unified cosmology...I know now that it's called Great Wheel, not FR. In simpler terms, Toril = FR campaign?
Haha moderator at work. At least I learned something from the discussion. I really thought FR covers all planes. So it means Hecatoncheires as @moopy mentioned don't count also? I know for a fact that it's from Greek Mythology...and I believe that's from another plane. Or does FR also have one of those abominations? I tried to look it up just now; there are hardly any information regarding the creature.
@Illustair Those come from the Epic Level handbook and are extraplanar as well.
BTW if you think those are bad you don't want to see the aborted undead god fetuses... THOSE give me nightmares...
ATROPAL
Large Undead (Evil, Extraplanar, Lawful) Hit Dice: 66d12 (792 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 5 ft., fly 240 ft. (perfect) AC: 51 (-1 size, +2 Dex, +40 natural) Base Attack /Grapple: +33/+53 Attack: Touch +49 (2d6 Con drain/19-20) melee touch Full Attack: 2 touches +49 (2d6 Con drain/19-20) melee touch, eye ray +30 (negative level damage/19-20) ranged touch 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 -, 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, 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, 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 Climate/Terrain: 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: Caster level 30th; save DC 26 + spell level. The save DCs are Charisma-based 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. 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, or 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, subdual 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.
By the way, how come the last few posts from this thread seem messed up with bullets? The text area for new comments is misaligned also. Is it the same there?
EDIT: I'm about to go to sleep. Er. I knew it! But I just couldn't resist opening the link...that image might just give me a nightmare!:D
EDIT2: Crap, now it's displayed as an image. Now I can no longer use the scroll-up.haha
@Illustair I've seem it happen in one other thread. It's a bug in the forum. I´ll probably have to close this thread at page 3 and if anyone is interested it can be continued in a new thread.
Unless the bug suddenly disappear in the next page...
I believe neither the Hecadoncheires nor the Atropal excist in Faerûn/The Forgotten Realms. They are monsters from the Epic Level Handbook and excist as a possible threat to high level characters, but do not have a documented presence in Faerun. If you want creatures for that, you should probably look into the Sharn and Malaugrym, which are from the Forgotten Realms guides that deal specificly with that setting.
On another note; The Forgotten Realms basicly encompasses the world of Toril plus its cosmology, which are several planes and the Prime Material, which is Toril itself. Technicly speaking, you can get to Sigil from the Forgotten Realms, but this is mostly because the Planescape Setting said it connects all the worlds/settings, not because the Forgotten Realms has an entry on Sigil and the Planes. In the Forgotten Realms setting, Toril (specificly Faerun) is the centrepoint of attention, the rest is not-that-detailed fluff. In Planescape, Sigil and the Planes are the centrepoint of attention, while there's only casual mention of the other settings as possible worlds to go to.
By the way, how come the last few posts from this thread seem messed up with bullets? The text area for new comments is misaligned also. Is it the same there?
D&D Primes--Toril (Forgotten Realms), Greyhawk, Dark Sun, Krynn, Eberron, Mystara, Earth (our planet) the Outer Planes (Hell, the Abyss, Pandemonium, Mount Celestia, etc.)...plz see attached pic...each of the Outer Planes reflects a D&D alignment (Abyss=CE, Mount Celestia=LG, The Nine Hells (Baator)=LE) the Inner Planes (the 4 Elemental Planes & their admixtures), i believe the Negative & Positive Material Planes are considered part of the Inner Planes what i will call the 'between planes' -- Ethereal & Astral Sigil sits atop The Spire on the Outlands (also called the Plane of Concordant Opposition in earlier books), the Outlands sits in the center of the Great Wheel there are also many pocket planes...Ravenloft is a good example of this...it is technically part of the Ethereal Plane, but separate from it in many ways
one of my biggest 4th ed. gripes was the changing of this cosmology...Sigil is now a pocket plane & the Great Ring no longer exists...nor do the Upper & Lower Planes exist as they did before...
several of the monsters listed earlier as being from the FR setting are from the Outer Planes -- Pit Fiends, Balors, & Succubi are native to the Lower Planes & Archons are native to Mount Celestia
as far as the Lady of Pain goes...remember the Rule of Threes? in one of the last paper Dragon Magazines, Monte Cook said that at the time Law & Chaos fought it out, you had a primordial LG being called Jazirian (sp?) & a LE being called Asmodeus (who now rules the 9 Hells...or did as of D&D 3.5) the Rule of Threes says there has to be a LN primordial being, as well Mr. Cook followed that up by saying he wasn't officially saying the Lady of Pain was the 3rd being, he was just saying...
Comments
But I thought the OP said Forgotten Realms, doesn't that cover Sigil? Then again, even if she qualifies...it feels like cheating bringing her to the table. She's within the league of the gods, perhaps even beyond than most. Who knows.
@DJKajuru
That makes sense also. But remember each of these powerful individuals have connections; not to mention other powerful individuals that might feel threatened too and may react. Take Elminster for instance, he has the Harpers behind him. It would hardly be ever a 1 vs. 1, it would almost always be a world war (okay, I'm a bit exaggerating but you know what I mean). As if 1 vs. 1 is not risky enough (e.g. even if I were in Larloch's shoes, I still wouldn't take Halaster Blackcloak lightly even though he greatly outlevels the mad mage).
Source 3.5 Epic Level Handbook
Few creatures can stand up to a hecatoncheires in
combat, not even the gods.
Also, once per day, a Hecatoncherie can summon another one. So, you have to fight 2.
Full Description:
HECATONCHEIRES
Huge Outsider (Evil)
Hit Dice: 52d8+572 (988 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 100 ft.
AC: 70 (–2 size, +30 natural, +20 insight, +12 armor [+5
half plate])
Attacks: 100 greatswords +71 melee; or 100 boulders
+53 ranged
Damage: Greatsword 2d6 + 20/17–20; or boulder
2d8+20/19–20
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Superior multiweapon fighting, spell
like abilities, summon hecatoncheires
Special Qualities: Abomination traits, electricity
immunity, regeneration 40, fast healing 50, SR 70,
DR 60/+12
Saves: Fort +39, Ref +30, Will +27
Abilities: Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24
tills: Climb +64, Diplomacy +13, Hide –12, Intimidate
+40, Jump +64, Knowledge (history) +33, Listen +99,
Search +100, Sense Motive +49, Spot +99, Wilderness
Lore +49
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Critical
boulder), Improved Initiative, Multidexterity,
Multiweapon Fighting, Power Attack, Sunder, Weapon Focus (greatsword), Weapon Focus (boulder)
Epic Feats: Penetrate Damage Reduction, Multiweapon Rend
Climate/Terrain: Any
Organization: Solitary or pair
Challenge Rating: 57
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 53–58 HD (Huge); 59–70 HD
Gargantuan); 71–140 HD (Colossal)
Hectaoncheires are the oldest
abnominations, born of
proto-deities early in the
multiverse’s history.
At the beginning of time,
all things were possible.
The definition of form and
function for living
things was not yet set,
and in that time were
born the hecatoncheires, the “hundredhanded ones.” The
hecatoncheires are
huge, standing over
30 feet tall, and like a
living tree bulging
with knobby boles,
they have one hundred
arms and fifty heads.
Words fail to describe
the monstrosity of their
forms, or the brutality of
their visage. They are
always armed, grasping
greatsword or boulder in
each of their hands.
They wear magic halfplate armor. Sometimes
a hecatoncheires is
armed with one or more
magic weapons, as well.
From their birth, they were outcast and sealed
away by the demiurge that produced them. Other
deities who required their insane martial abilities to
take down rival deities have released them from time to
time. Each time they were released, an old pantheon
fell. Few creatures can stand up to a hecatoncheires in
combat, not even the gods.
Combat
Hundred-handed ones rely on their hundred limbs to
quickly dispatch foes under a flurry of blows or boulders.
Superior Multiweapon Fighting (Ex): A hecatoncheires fights with a greatsword or a boulder in each
hand. The hecatoncheires does not suffer an attack or
damage penalty for attacking with one hundred
weapons. However, the press of limbs prevents the creature from making iterative attacks with any of its arms,
nor can it make more than ten attacks against a Small or
smaller creature, fifteen attacks against a Medium-size
creature, or twenty attacks against a Large creature in
the same action (it can make all its attacks against a
Huge or larger creature in one action).
Skills: A hecatoncheires’ fifty heads
give it a +50 racial bonus on Listen, Spot,
and Search checks.
Spell-Like Abilities: At will—
greater magic weapon, fly,
shield. Caster level 50th;
save DC 17 + spell level.
Summon Hecatoncheires
(Sp): A hecatoncheires
can summon one
other hecatoncheires
once per day, though
is loath to do so because
then it will be similarly
obligated to answer its sibling’s summoning. A summoned hecatoncheires cannot use its summoning power
while “summoned.”
Abomination Traits:
Immune to polymorphing,
petrification, and other formaltering 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.
Regeneration (Ex):
Hecatoncheires take normal damage from good
weapons or weapons
tempered with the blood
of a deity.
He killed the goddes of magic. and himself but I guess he still qualifies
And what about the Seven Sisters? Anastra Syluné Silverhand, Alustriel Silverhand, Dove Falconhand, Laeral Silverhand Arunsun, Alassra Silverhand (The Simbul), and Qilué Veladorn? The Simbul is the most powerful sorceress in all of the Forgotten Realms! I think she designed a couple of spells, like the spell sequencers, if I'm not mistaken?
I will never sleep again. Holy crap.
BTW if you think those are bad you don't want to see the aborted undead god fetuses... THOSE give me nightmares...
ATROPAL
Large Undead (Evil, Extraplanar, Lawful)
Hit Dice: 66d12 (792 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft., fly 240 ft. (perfect)
AC: 51 (-1 size, +2 Dex, +40 natural)
Base Attack /Grapple: +33/+53
Attack: Touch +49 (2d6 Con drain/19-20) melee touch
Full Attack: 2 touches +49 (2d6 Con drain/19-20) melee touch, eye ray +30 (negative level damage/19-20) ranged touch
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 -, 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, 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, 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
Climate/Terrain: 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: Caster level 30th; save DC 26 + spell level. The save DCs are Charisma-based
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.
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, or 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, subdual 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.
EDIT: I'm about to go to sleep. Er. I knew it! But I just couldn't resist opening the link...that image might just give me a nightmare!:D
EDIT2: Crap, now it's displayed as an image. Now I can no longer use the scroll-up.haha
Unless the bug suddenly disappear in the next page...
Halastar Blackcloak insane mage of Undermountain.
On another note;
The Forgotten Realms basicly encompasses the world of Toril plus its cosmology, which are several planes and the Prime Material, which is Toril itself. Technicly speaking, you can get to Sigil from the Forgotten Realms, but this is mostly because the Planescape Setting said it connects all the worlds/settings, not because the Forgotten Realms has an entry on Sigil and the Planes.
In the Forgotten Realms setting, Toril (specificly Faerun) is the centrepoint of attention, the rest is not-that-detailed fluff. In Planescape, Sigil and the Planes are the centrepoint of attention, while there's only casual mention of the other settings as possible worlds to go to.
the Outer Planes (Hell, the Abyss, Pandemonium, Mount Celestia, etc.)...plz see attached pic...each of the Outer Planes reflects a D&D alignment (Abyss=CE, Mount Celestia=LG, The Nine Hells (Baator)=LE)
the Inner Planes (the 4 Elemental Planes & their admixtures), i believe the Negative & Positive Material Planes are considered part of the Inner Planes
what i will call the 'between planes' -- Ethereal & Astral
Sigil sits atop The Spire on the Outlands (also called the Plane of Concordant Opposition in earlier books), the Outlands sits in the center of the Great Wheel
there are also many pocket planes...Ravenloft is a good example of this...it is technically part of the Ethereal Plane, but separate from it in many ways
one of my biggest 4th ed. gripes was the changing of this cosmology...Sigil is now a pocket plane & the Great Ring no longer exists...nor do the Upper & Lower Planes exist as they did before...
several of the monsters listed earlier as being from the FR setting are from the Outer Planes -- Pit Fiends, Balors, & Succubi are native to the Lower Planes & Archons are native to Mount Celestia
in one of the last paper Dragon Magazines, Monte Cook said that at the time Law & Chaos fought it out, you had a primordial LG being called Jazirian (sp?)
& a LE being called Asmodeus (who now rules the 9 Hells...or did as of D&D 3.5)
the Rule of Threes says there has to be a LN primordial being, as well
Mr. Cook followed that up by saying he wasn't officially saying the Lady of Pain was the 3rd being, he was just saying...