Index of Monsters

Topel

Medium undead, neutral evil

Armor Class 11

Hit Points 77 (14d8 + 14)

Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 13 (+1) 6 (–2) 14 (+2) 5 (–3)

Damage Immunities Poison

Condition Immunities Exhaustion, poisoned

Senses Darkvision 60 ft., passive Perception 12

Languages The languages it knew in life

Challenge 3 (700 XP)

Proficiency Bonus +2

Traits

Beautiful Death.Any creature that starts its turn within 30 feet of the topel and can see it must make a DC 14 Wisdom saving throw. On a failed save, the creature is charmed by the topel for 1 minute, seeing the topel as the creature it loves the most. While charmed in this way, the creature does nothing on its turn except move toward the topel by the most direct route. The charmed creature can repeat the saving throw at the end of its turn, ending the effect on a success. If the charmed creature takes damage, the effect ends. If a creature’s saving throw is successful or the effect ends, the creature is immune to any topel’s Beautiful Death for the next 24 hours.

Drowner.The topel has advantage on Strength (Athletics) checks made while swimming. The topel becomes paralyzed if it leaves the body of water in which it died.

Actions

Claw.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). The topel can grapple only one target at a time.

Rib Spikes.Melee Weapon Attack: +6 to hit, reach 5 ft., one creature grappled by the topel. Hit: 14 (4d4 + 4) piercing damage.

Reactions

Grapple.When a creature provokes an opportunity attack from the topel, the topel can attempt to grapple the creature instead of making an attack.

Description

These spirits of drowned humanoids reside in the waters of their own demise, transformed into vile beings driven by the despair of their last moments. However, the victim’s desire to cling to life is twisted: the topel holds on to the living until their last breath has expired, sharing the same horrible feeling of desperation, helplessness, and doom.

Between Life and Death. Whether because of its violent death, the dark circumstances around it, or a terrible curse, the topel is a result of a drowned creature that couldn’t continue its path along the Great Cycle. Instead, it remains stuck in the moment and place of its death. It still bears some semblance of its former personality, as that creature’s soul is still trapped in the remains, but the topel is an unnatural, violent reflection of its former self. As part of its terrible fate, the topel can’t leave the water where it died of its own volition.

Join Me in Death. The topel is filled with bitterness and loathing. Its only urge is to share its suffering. If any living creature passes near its waters, it uses its limited sentience to bait them with cries for help or tender laughter. As soon as the creatures are close enough, the topel masks its dead body with the image of a beautiful creature and lures its confused victims into the water, dragging them underwater in a crushing hug to drown as it once did. A creature killed by a topel or drowned in its embrace becomes a topel after 24 hours. Some lakes, rivers, or swamps become infested with many of these malicious and tormented creatures, cursed to pass on their watery death.

True Visage. It is said, however, that a simple mirror may save your life if you find yourself in such a dire situation. If this terrifying undead creature faces its own true reflection, which is revealed once it’s fully submerged under water, it is so frightened by its own visage that it flees, ignoring its prey.

Featured in the adventure The Devil's Bridge