Bodak

Bodak

Medium undead
Challenge

STR
2
DEX
3
CON
2
INT
−2
WIS
1
CHA
1

78
12d8+24
18
Soak
1
Fort
+3
Ref
+3
Will
+2
Defense note natural armor
Damage resistances cold, fire, necrotic
Damage immunities lightning, poison
Condition immunities charmed, diseased, exhausted, frightened, poisoned

Speed 5 m.
Skills Divinity +3 (14), Perception +3 (14), Stealth +5 (16)
Senses darkvision 20 m.
Languages Abyssal, the languages it knew in life

Aura of Annihilation. The bodak deals 5 necrotic damage to any creature that ends its turn within 5 meters of it. Undead and fiends ignore this effect. The bodak can activate or deactivate this feature as an action.

Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 5 meters of the bodak, the bodak can force it to make a Difficulty 13 Fortitude saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 health, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.

Unless unaware of the bodak, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attacks made against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.

Maneuvers. The bodak uses maneuvers (maneuver save Difficulty 14). It has 6 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, cripple, grievous wound, spring attack, trip

Spellcasting. The bodak uses Divinity (wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 3 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: absorb spirit, consumptive field, enfeeble, false life, inflict wounds, path to the grave

Sunlight Hypersensitivity. The bodak takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on skill checks and saving throws.

Actions (2)

Fist. Melee Weapon Attack: +4 to hit. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.

Withering Gaze (1/turn). One creature that the bodak can see within 10 meters of it must make a Difficulty 13 Fortitude saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

Shadowfell, Swamp, Underdark, Urbanvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack to leave a twisted wound that can’t be healed so easily.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Spells

As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.

Augment

You gain 1d10 additional temporary health for each additional mana expended.

As an action, consumptive energy ripples out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 1 additional mana so the death field around you is continuous. The duration changes to 1 minute/mana, concentration and the death field remains around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.

concentration, 1 minute/mana

As an action, a black beam of enervating energy springs from your finger toward a creature within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 necrotic damage and deals only half damage with weapon attacks for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d10 for each additional mana expended.

1 hour/mana

As an action, you bolster yourself with a necromantic facsimile of life. You gain 2d6 + your spellcasting ability temporary health for the duration.

Augment

You gain 2d6 additional temporary health for each additional mana expended.

As an action, you lacerate a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it loses 4d6 health and is bleeding 3.

On a critical failure, it loses twice as much health and is bleeding 6.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the health lost by 4d6 and the bleeding level by 3 for each additional mana expended.

As an action, make a weapon attack.

On a hit, add 3d6 + your spellcasting ability necrotic damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 4d6 for each additional mana expended.