Odium Traits & Abilities
Undead Resilience. The Odium does not require air, food, drink, or sleep. It has advantage on saving throws against spells and magical effects.
Chaotic Spellcasting. The Odium’s mind is shattered, causing its magic to behave unpredictably. Whenever the Odium casts a spell of 1st level or higher, roll a d6:
- On a 1, the spell targets a random creature within 30 feet.
- On a 6, the spell deals maximum damage or has its full effect.
Aura of Madness. Creatures that start their turn within 15 feet of the Odium must succeed on a DC 16 Wisdom saving throw or be affected by short-term madness for 1 minute (PHB p. 259). A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Dark Arcana (Recharge 5-6). As a bonus action, the Odium absorbs ambient magic, regaining an expended spell slot of 3rd level or lower.
The Odium is a 10th-level spellcaster. Its spellcasting ability is Intelligence (Spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells.
Cantrips (at will):
☼ Fire Bolt, Chill Touch, Mage Hand, Minor Illusion
1st level (4 slots):
☼ Magic Missile, Shield, Absorb Elements
2nd level (3 slots):
☼ Mirror Image, Misty Step, Scorching Ray
3rd level (3 slots):
☼ Counterspell, Lightning Bolt, Fear
4th level (3 slots):
☼ Greater Invisibility, Blight
5th level (2 slots):
☼ Cloudkill, Wall of Force
6th level (1 slot):
☼ Disintegrate
Multiattack. The Odium can use its Aura of Dread and makes two attacks: one with its Corrupting Touch and one spell attack.
Corrupting Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d8) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Aura of Dread. The Odium emits a terrifying presence. Each creature of the Odium's choice within 20 feet and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Odium is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Odium's Aura of Dread for the next 24 hours.
Spellcasting. The Odium casts one of its prepared spells, using its spellcasting ability and spell save DC as previously detailed.
Odium Bonus Actions
Shadow Step. (Recharge 4-6)
The Odium magically teleports up to 30 feet to an unoccupied space it can see in dim light or darkness. The next melee or spell attack it makes before the end of its turn has advantage.
Chaotic Surge. (Recharge 5-6)
The Odium channels unstable magic, causing a surge of chaotic energy. Roll a d6:
- 1-2: The Odium gains 10 temporary hit points.
- 3-4: Each creature within 10 feet of the Odium takes 2d6 force damage.
- 5-6: The Odium immediately recharges one of its expended spell slots (up to 4th level).
Admiari’s Hunger. (Once per Turn)
When a creature within 10 feet of the Odium takes damage, the Odium can siphon its pain, healing itself for half the damage dealt. This ability does not function if the target is an undead or construct.
Madness Glare. (Recharge 6)
The Odium locks eyes with a creature within 30 feet, attempting to infect its mind with insanity. The target must make a DC 17 Wisdom saving throw or be charmed for 1 minute, believing the Odium to be an ally. While charmed in this way, the target will not willingly attack the Odium and may even defend it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Unstable Rebound. (Recharge 4-6)
When the Odium is hit by a spell, it can unleash a chaotic backlash. The caster must succeed on a DC 17 Intelligence saving throw or take 4d6 force damage and have their spell redirected to a random target within 30 feet (including themselves, if no other valid targets exist).
Fading Echo. (Recharge 5-6)
When an attack reduces the Odium to 50% hit points or lower, it can instantly teleport 30 feet away and leave behind an illusory double in its place. This double lasts until the end of the attacker’s next turn and acts as a perfect decoy, absorbing the next attack before vanishing.
Spell Theft. (Once per turn)
When a creature within 60 feet of the Odium casts a spell, the Odium can attempt to counter it without expending a spell slot. The Odium must make an Intelligence check (DC 10 + the spell's level). On a success, the spell is negated, and the Odium regains hit points equal to twice the spell’s level.
Madness Riposte. (Recharge 5-6)
When an enemy misses an attack against the Odium, the Odium can lash out with psychic energy. The attacker must make a DC 17 Wisdom saving throw or take 3d8 psychic damage and suffer short-term madness for 1 minute (PHB p. 259). The creature can repeat the save at the end of each of its turns.
Legendary Actions (Optional for Boss Odiums)
The Odium can take 2 legendary actions, choosing from the options below. Only one action can be used at a time, and only at the end of another creature's turn. The Odium regains spent legendary actions at the start of its turn.
Shadow Step. The Odium teleports up to 30 feet to an unoccupied space it can see.
Spell Echo. The Odium recasts the last spell it used this combat at half its normal level without expending a spell slot.
Madness Pulse (Costs 2 Actions). Every creature within 30 feet of the Odium must make a DC 17 Wisdom saving throw or suffer long-term madness for 1 hour (PHB p. 260).
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Those who fully succumb to the Admiari Virus are known as Odiums—beings of pure destruction, wielding terrifying magic with reckless abandon. Their presence is a harbinger of devastation, and even the bravest warriors fear to face them. While remedies exist that can slow the virus’s progression, offering temporary relief, no cure has ever been found. Those infected are left to battle against the inevitable, clinging to their sanity for as long as they can before the virus claims them completely. They do not age.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
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If the [monster name] dies, these effects fade over the course of #d# days.
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