Medium Undead, Chaotic Evil
Armor Class 15 (18 with mage armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +7, INT +8, WIS +6, CHA +7
Skills Arcana +7, Perception +5, Stealth +6
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 15
Languages Abyssal, Common , the languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4

Aura of Annihilation. The bodak necromancer 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 necromancer, the bodak necromancer can force it to make a DC 14 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.

Legendary Resistance (3/Day). If the bodak necromancer fails a saving throw, it can choose to succeed instead.


Spellcasting.
The bodak necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mind sliver

1st level (4 slots): false life,* mage armor, ray of sickness*

2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web

3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*

4th level (3 slots): blight,* dimension door, stoneskin

5th level (2 slots): Bigby’s hand, cloudkill

6th level (1 slot): globe of invulnerability*

*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 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 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The bodak necromancer can take 2 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. Bodak necromancers regain spent legendary actions at the start of its turn.

Cantrip.  Bodak necromancer casts a cantrip.

Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

 

 

Environment: SwampUnderdarkUrban

Sertorius67

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