Opkherab

Level 3
Creature· chaoticUniqueMediumLegacy
AC 19
HP 50 (void healing)
Speed 20 ft.
Fort +6
Ref +9
Will +12
Perc +10
Size Medium
Unique
chaoticevilundeadunholy
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses holy 5
Languages chthonian, common
Senses darkvision, lifesense 30 ft.
Skills intimidation +11, acrobatics +10, stealth +10, athletics +8
Recall Knowledge religion DC 28

Attacks

Melee Fist +12/+8/+4(agile, finesse, unarmed)
Damage: 1d6+4 bludgeoning
Effect: grab

Abilities

Lifesense 30 feetinteraction

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Draining Peekdefensive(death, occult, visual)

Trigger A living creature within 30 feet that Opkherab can perceive with his lifesense starts its turn Effect The target must attempt a DC 17 fortitude save. If it fails, Opkherab regains 3 healing Hit Points, and the target becomes Drained 1. Opkherab can't use Draining Peek for 1d4 rounds.

Key Conditioningdefensive

Opkherab has a -1 circumstance penalty to attacks against anyone holding one of the bank's keys.

Sunlight Vulnerabilitydefensive(death)

If exposed to direct sunlight, Opkherab can't use actions with the death trait and it becomes Slowed 1. The slowed value increases by 1 each time Opkherab ends its turn in sunlight. If Opkherab loses all its actions this way, he is destroyed.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Death Gripoffensive(death, occult)

When Opkherab Grabs a living creature, including a Grab to extend the effect on a grabbed creature, he gains 3 temporary Hit Points, and the creature must succeed at a DC 17 fortitude save or become Drained 1. This increases the value of the creature's drained condition by 1, to a maximum of drained 4.

Zombie Spawnoffensive(occult)

Any humanoid who dies while drained by Opkherab rises as an autonomous zombie 24 hours after their death. You might use this opportunity to allow the player to keep playing the same character, rebuilt with the zombie archetype.

Description

When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that's anathema to life-the bodak.

The shreds of physicality that survive this absolute corruption serve only to enhance the humanoid's profoundly disturbing appearance. The bodak's body is horrifically twisted, as though it's locked in a convulsion of agony and terror. Its desiccated and hairless flesh bears an otherworldly, pearlescent sheen, strung taut across a malformed skeleton that reduces its gait to a slow shamble. But most disturbing of all are its eyes, set in a drooping, melted visage with scant remains of its former facial structure. These eyes, sunken deep into their sockets, nevertheless glow with an unholy light, stare with unremitting malevolence, and constantly weep noxious vapor.

Fragmented memories of a prior existence filtered through a vengeful hatred of the living lead the bodak to try to return to those places it once knew. If successful, it assaults former friends, acquaintances, and loved ones with its murderous gaze and an incomprehensible torrent of gibberish laced with vile curses, accusations, and threats-an assault that often leads to the victims rising as newly formed bodaks themselves.

Traits

Chaotic
Evil