THE SHARED REFERENCE Adventurer

Monster

Obzedat Ghost

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Undead
Size
Medium
Armor class
14 (natural armor)
Hit points
110 (20d8 + 20)
Speed
Fly 30 ft. (hover)
Challenge rating
8
Alignment
Lawful Evil
Strength
10
Dexterity
10
Constitution
13
Intelligence
18
Wisdom
20
Charisma
17
Passive Perception
18
Saving Throws
int: +7; wis: +8
Skills
insight: +8; perception: +8
Senses
darkvision 60 ft.
Languages
Common
Resistances
acid, cold, fire, lightning, thunder, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Council of Five

The ghost has a trait based on who it is, as shown below:

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 3. It takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (1/Day)

If the ghost fails a saving throw, it can choose to succeed instead.

Actions

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.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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.

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)

1/day each: sanctuary, spirit guardians (at 4th level)

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