Medium undead, lawful evil
Armor Class 14 (natural armor) plus^1 for each other Obzedat
ghost within 30 feet of it
Hit Points 110 (20 d8 + 20)
Speed 0 ft .. fly 30 ft. (hover)
STR
10 (+O)
DEX
10 (+O)
CON
13 (+1)
Saving Throws Int +7, Wis +8
Skills Insight +8, Perception +8
INT
18 (+4)
WIS
20 (+5)
CHA
17 (+3)
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
Senses darkvision 60 ft .. passive Pe rception^18
Languages Common
Challenge^8 (3,900 XP)
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.
Xii Xaxosz: Lingering Spite. When Xii 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
(ldlO) force damage if it ends its turn inside an object.
Innate Spel/casting. 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)
Legendary Resistance (1/Day). If the ghost fails a saving throw,
it can choose to succeed instead.
A CTIONS
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 t he 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 A CT IONS
If five Obzedat ghosts are all within^30 feet of each other, they
can collectively take 3 legendary actions, choosing from the op·
tions 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 con·
jure ld6 indentured spirits (described in this chapter) within
60 feet of one of them.
CllM'TfR (i FRIE:--'DS AND FOl!S