Aura of anihilation. The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.
Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution 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 hit points, 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.
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.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Asselar can take 1 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. He regains spent legendary actions at the start of its turn.
Lovers' waltz. The bodak and one of its ally move up to their speed without provoking attacks of opportunity.
Passage of time. Every creature within 60 feet ages as if one day had passed. Creatures and magic items caught in the area regain abilities as if a day had passed.
Embrace. The bodak and one of its allies switch places.
Lair and Lair Actions
Asselar Darktouch was trapped in one of the Vault of the Prophet King because of his inexplicable and uncontrollable necrotic affinities. The King decided that the power was too great for a normal prison, and the dark gift could be used to power the Tomb. Now the Vault is failing and the energy of underneath permeates it. Strange spectral and cadaverous remains line the walls and floors, and Asselar waits within for his revenge.
Lair Actions
On initiative count 20 (losing initiative ties), Asselar takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- One creature within the lair is affected by the Poison Spray cantrip (DC 13 Con save, 2d12 poison damage);
- One creature within the lair is affected by the Shocking Grasp cantrip (+6 attack bonus, 2d6 lightning damage);
- The corpses on the floors and walls try to grapple a creature within the lair (+6 to their grapple check).
Regional Effects
The region containing Asselar’s lair is half a mile long and covered in eldritch fog, which creates one or more of the following effects:
- Uncorporal undead spawn regularly and attack any living creature within the vicinity.
- A banshee Xandella roams the area and tries to find her lost husband, Asselar.
If Asselar dies, these effects fade over the course of 2 days.
Previous Versions
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8/31/2020 7:22:16 PM
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9/11/2020 8:33:32 PM
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