Obscurial (5e Creature)

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Obscurial

Medium humanoid (any), chaotic evil


Armor Class 13
Hit Points 109 (8d20+25)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 14 (+2) 18 (+4) 20 (+5)

Saving Throws Charisma +5, Wisdom +5
Skills Arcana +5
Damage Vulnerabilities radiant
Damage Resistances necrotic
Condition Immunities charm
Senses passive Perception 15
Languages Common, Undercommon, Abyssal
Challenge 15 (13,000 XP)


Obscurus Morph. When the obscurial's hit points drop below half its maximum total, the obscurial can turn into its obscurus form with no action on its part. It loses its humanoid type and becomes an aberration. It gains immunity to nonmagical slashing, piercing and bludgeoning damage and gets 40 feet of flying speed. Its AC also becomes a base of 18 and it gains 60 feet of truesight. The obscurial can only use maul in its obscurus form.

Innate Spellcasting. The obscurial is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).

ACTIONS

Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 40 (5d12 + 8) slashing damage.


kYV5O_B-_400x400.jpg
An obscurial in obscurus form

Obscurials are powerful magic users forced to suppress their powers due to persecution. As a result of this suppression, their powers fester and grant them the ability to host the form of an obscurus. In this form, their suppressed power is unleashed and wreaks havoc with savage abandon. Even when not in obscurus form, however, obscurials are deadly spellcasters. Obscurials have a lot of pent-up rage and resentment which contributes to their chaotic and evil nature. However, those who show kindness to these creatures are known to live to tell the tale...


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