Page 246 - Guildmasters' Guide to Ravnica
P. 246
Incorporeal Movement. The ghost can move through other
creatures and objects as if they were difficult terrain. It takes 5
Medium undead, lawful evil
(ldlO) force damage if it ends its turn inside an object.
Armor Class 14 (natural armor) plus 1 for each other Obzedat Innate Spel/casting. The ghost's innate spellcasting ability is
ghost within 30 feet of it Wisdom (spell save DC 16, +8 to hit with spell attacks). It can
Hit Points 110 (20d8 + 20) innately cast the following spells, requiring no components:
Speed 0 ft .. fly 30 ft. (hover)
At will: chill touch (at 5th level, and the ghost regains hit points
equal to half the amount of damage the target takes)
STR DEX CON INT WIS CHA
10 (+O ) 10 (+O ) 13 (+1) 18 (+4) 20 (+5) 17 (+3) 1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw,
Saving Throws Int +7, Wis +8 it can choose to succeed instead.
Skills Insight +8, Perception +8
Damage Resistances acid, cold, fire, lightning, thunder; A CTIONS
bludgeoning, piercing, and slashing from nonmagical attacks Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Immunities necrotic, poison creature. Hit: 18 (4d8) necrotic damage, and the ghost regains
Condition Immunities charmed, exhaustion, grappled, hit points equal to half the amount of damage the target takes.
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft .. passive Perception 18 The target must succeed on a DC 13 Constitution saving throw
L anguages Common or its hit point maximum is reduced by an amount equal to
Challenge 8 (3,900 XP) the damage taken. The target dies if its hit point maximum is
reduced to 0. This reduction to the target's hit point maximum
Council of Five. The ghost has a trait based on who it is, as lasts until the target finishes a long rest.
shown below: Convene the Ghost Council. The ghost summons the other
Enezesku: Enfeebling Ray. Enezesku's Innate Spellcasting trait four members of the Obzedat. At the start of the ghost's next
includes ray of enfeeblement, which he can cast at will. turn, the other members appear in unoccupied spaces within
30 feet of the summoner. The ghosts each roll initiative when
Fautomni: Undead Fortitude. If damage reduces Fautomni to they appear.
0 hit points, he must make a Constitution saving throw with
a DC of 5 +the damage taken, unless the damage is radiant LEGENDARY A CT IONS
or from a critical hit. On a success, Fautomni drops to 1 hit
point instead. If five Obzedat ghosts are all within 30 feet of each other, they
can collectively take 3 legendary actions, choosing from the op·
Karlov: Unnatural Vigor. When Karlov regains hit points, he has tions below. Only one legendary action option can be used at
advantage on attack rolls he makes on his next turn.
a time, and only at the end of another creature's turn. Obzedat
Vuliev: Teleportation. Vuliev's Innate Spellcasting trait includes ghosts regain spent legendary actions at the start of the turn of
misty step, which he can cast at will. the ghost with the highest initiative.
Xii Xaxosz: Lingering Spite. When Xii Xaxosz is reduced to 0 hit Forced Obedience. A target that all of the Obzedat ghosts can
points, his incorporeal form explodes in a burst of necrotic see must succeed on a DC 16 Wisdom saving throw or bow
energy. Each creature within 5 feet of him must make a DC 16 until the end of its next turn. Until this bow ends, the target
Constitution saving throw, taking 14 (4d6) necrotic damage can't take actions or reactions, and its speed is 0 and can't
on a failed save, or half as much damage on a successful one. be increased.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Indentured Spirits (Costs 3 Actions). The Obzedat ghosts con·
Plane when it is on the Material Plane, and vice versa. jure ld6 indentured spirits (described in this chapter) within
60 feet of one of them.
CllM'TfR (i FRIE:--'DS AND FOl!S

