Bodak (CR 8)
AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 9d12 (58 hp); DR: 15/cold iron
Fort +3, Ref +5, Will +7
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +5
Attack: Slam +6 melee
Full Attack: Slam +6 melee
Damage: Slam 1d8+1
Special Attacks/Actions: Death gaze
Abilities: Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
Special Qualities: immunity to electricity, resistance to acid 10 and fire 10, undead traits, sunlight vulnerability
Feats: Alertness; Dodge; Improved Initiative; Weapon Focus (slam)
Skills: Listen +11, Move Silently +10, and Spot +11
Advancement: 10-13 HD (Medium- size); 14-27 HD (Large)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary or gang (2-4)
Death Gaze (Su): Death, range 30 feet, Fortitude negates DC 15. Humanoids who die from this attack are transformed into bodaks in one day.
Sunlight Vulnerability (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Flashbacks (Ex): From time to time, a bodak see something that reminds it of its almost-forgotten life. At the start of every encounter, there is a 5% chance that it notices something about an opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the bodak takes no action for 1 round and thereafter suffers a 2 morale penalty to all attacks directed at that opponent.
Bodaks love to approach their opponents at a leisurely pace, letting their gaze do its work before closing.
Bodaks are the undead remnants of those who have been destroyed by the touch of absolute evil.
A bodak looks more or less as it did in life, although its face is twisted into an expression of mingled madness and horror. Bodaks have gray, hairless flesh and empty, white eyes. The statistics above are for a formerly human bodak.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.