Kryx RPGThemesCreatures
Bodak

Bodak

Medium undead
Challenge
6

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 +4 (15), Insight +1 (12), Perception +4 (15), Stealth +6 (17)
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 surprised, 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 attack rolls 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 9 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 (rounded up) 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, +4 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 (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 8th-level spellcaster): grave rot, toll the dead

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

Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions (2)

Fist. Melee Weapon Attack: +5 to hit, reach 1 m. 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 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

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 if you miss by 4 or less) if you have advantage on the attack roll, 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 roll.

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to cripple it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

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

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As an action, you can make a weapon attack in an attempt to leave a twisted wound that can’t be healed so easily. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, 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.

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

As an action, you can 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 if you miss by 4 or less) for each additional stamina die expended.