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Obzedat Ghost

Obzedat Ghost

Medium undead, lawful evilMedium undead, lawful evil
Armor Class 14 (natural armor) plus 1 for each other Obzedat14 (natural armor) plus 1 for each other Obzedat
[~<13]
+/-/*
Hit Points 110 (20d8+20)110 ([20d8+20])
[~1-6]
Speed 0 ft., fly 30 ft. (hover)0 ft., fly 30 ft. (hover)

STR
10 (+0)
DEX
10 (+0)
CON
13 (+1)
INT
18 (+4)
WIS
20 (+5)
CHA
17 (+3)

Token URL:
Saving Throws Int +7, Wis +8 Int [+7], Wis [+8]
Skills Insight +8, Perception +8 Insight [+8], Perception [+8]
Damage Vulnerabilities
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Gear
Senses darkvision 60 ft., passive Perception 18darkvision 60 ft., passive Perception 18
Languages CommonCommon
PB +3
Challenge 8 (3,900 XP)

[+instructions]

Council of Five. The ghost has a trait based on who it is, as shown below:

  • Enezesku: Enfeebling Ray. Enezesku's Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will.

  • Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead.

  • Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.

  • Vuliev: Teleportation. Vuliev's Innate Spellcasting trait includes misty step, which he can cast at will.

  • Xil Xaxosz: Lingering Spite. When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting. The ghost's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
  • At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)

Legendary Resistance (1/Day). If the ghost fails a saving throw, it can choose to succeed instead.

[b]Council of Five.[/b] The ghost has a trait based on who it is, as shown below:
[*]Enezesku: Enfeebling Ray. Enezesku's Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will.
[*]Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead.
[*]Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.
[*]Vuliev: Teleportation. Vuliev's Innate Spellcasting trait includes misty step, which he can cast at will.
[*]Xil Xaxosz: Lingering Spite. When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 ([4d6]) necrotic damage on a failed save, or half as much damage on a successful one.

[b]Ethereal Sight.[/b] The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

[b]Incorporeal Movement.[/b] The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 ([1d10]) force damage if it ends its turn inside an object.

[b]Innate Spellcasting.[/b] The ghost's innate spellcasting ability is Wisdom (spell save DC 16, [+8] to hit with spell attacks). It can innately cast the following spells, requiring no components:
[*]At will: [spell]chill touch[/spell] (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)
[*]1/day each: [spell]sanctuary[/spell], [spell]spirit guardians[/spell] (at 4th level)

[b]Legendary Resistance (1/Day).[/b] If the ghost fails a saving throw, it can choose to succeed instead.

Actions

[~Hit +2, DC <13, DPR 0-1]

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

Convene the Ghost Council. The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.

[b]Life Drain.[/b] Melee Weapon Attack: [+8] to hit, reach 5 ft., one creature. Hit: 18 ([4d8]) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

[b]Convene the Ghost Council.[/b] The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.

Legendary Actions

If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 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. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.

Forced Obedience. A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased.

Indentured Spirits (Costs 3 Actions). The Obzedat ghosts conjure 1d6 indentured spirits (described in this chapter) within 60 feet of one of them.

If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 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. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.

[b]Forced Obedience.[/b] A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased.

[b]Indentured Spirits (Costs 3 Actions).[/b] The Obzedat ghosts conjure [1d6] indentured spirits (described in this chapter) within 60 feet of one of them.
 

Details

 
Source Guildmasters Guide to Ravnica p. 245
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10
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