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Spectre, Demigod of the Obsidian Requiem

Forged by Iunathar, enslaved by Asmodeus, and then outwitted him, Spectre's legend is a tapestry of bargains and betrayals. He slew champions in the Trial of Ascension and claimed the Conflux of Champions, only to be betrayed by his protégé Necro. After a centuries-long hunt he showed mercy to his maker and earned demigod status. Adventurers who find his lair may bargain for forbidden doors or face moral tests.

Medium celestial · CR 30 · Unique / Artifact-level

Spectre, Demigod of the Obsidian Requiem

A demigod formed to maintain cosmic balance who served Hell, outwitted a prince of devils, ascended again, and now patrols a personal pocket plane with uncanny mercy and ruthless judgment.
AC25
HP546/546
CR30
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 25 · HP 546 · CR 30

Spectre, Demigod of the Obsidian Requiem

Medium celestial (demigod (celestial / fiend affinity)), lawful neutral
Armor Class25 (Vestments of the Obsidian Requiem)
Hit Points546 (36d8 + 360)
Speed
Walk 40 ft.,
Fly 90 ft. (hover),
Teleport (legendary and lair options) up to 300 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsSTRCONWISCHA
SkillsArcanaInsightPerceptionPersuasionStealth
Damage Resistances
Bludgeoning, Piercing, and Slashing from nonmagical attacks,
Cold, Fire, Lightning
Immunities
Charmed,
Frightened,
Poisoned,
Disease,
Death Saving Throws,
Nonmagical weapon damage,
Radiant and Necrotic immunity while within its lair on a failed save
Weaknesses
Artifacts or high-magic rituals that permanently seal planar gates,
Effects that negate teleportation and planar travel,
Mortal bargains enforced by true divine intervention
Senses
Truesight 120 ft.,
Passive Perception 23
Languages
All tongues,
Telepathy 1 mile
Challenge30
Proficiency Bonus+8
Shapechanger. Spectre can use an action to polymorph into any humanoid form he has seen or revert to his true form. He retains his statistics except for size and movement changes. He can remain in another form for up to 24 hours. While shapeshifted, his voice can mimic any language perfectly and his telepathy remains active.
Legendary Resistance. Spectre automatically succeeds on a failed saving throw three times per day. He regains uses at dawn. Legendary resistances count separately and may stack narratively but cannot be expended simultaneously with these successes.
Obsidian Requiem Regeneration. Spectre regains 30 hit points at the start of his turn if he has at least 1 hit point and is within his lair. If he is reduced to 0 hit points outside his lair, his essence disperses into one nearby door within 1 mile that he created or touched, and he reforms in his lair after days unless impeded.
Eyes of Covenant. Spectre senses the presence of bargains, contracts, and pacts within 1 mile. He knows the broad terms, penalties, and signatories of contracts he investigates but not their secret clauses without a contested skill check.
Portal Mastery. While within his lair, Spectre can cause up to three doors to become active portals. Activating or deactivating a portal is a bonus action for Spectre. Creatures who attempt to pass through an active portal must make a Wisdom saving throw to resist planar tethering effects.

Spells

Cantrips (cantrip, varies). Spectre can innately cast the following spells, requiring no material components. His spellcasting ability is Charisma (spell save , to hit with spell attacks). He can cast each spell at will unless noted.
1st-level options (at will) (level 1, abjuration). Armor of Agathys, Shield, Dispel Magic
3rd-level options (level 3, enchantment/abjuration). Counterspell, Hypnotic Pattern, Greater Restoration
4th-level options (level 4, conjuration). Plane Shift, Banishment, Dimension Door
6th-level options (level 6, evocation/enchantment). Wall of Force, Disintegrate, Dominate Monster
9th-level options (level 9, universal/misc). Wish (usable only under extraordinary narrative conditions), True Resurrection, Foresight

Actions

Multiattack. Spectre makes three attacks, or uses two Lash strikes and one Stellar Strike. Its attacks are magical and bypass resistance to nonmagical attacks.
Astral-Eyed Seraphic Lash. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 28 () radiant damage plus 21 () necrotic damage. If the target is an immortal, celestial, or fiendish creature, it takes an additional 21 () psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of its next turn. The Lash's eyes flare on a hit; the target's soul is glimpsed and Spectre learns its creature type and one condition affecting it.
Stellar Strike. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 45 () force damage. If the target is reduced to 0 hit points by Stellar Strike, its soul is pulled into the Obsidian Requiem for 1 minute. While held, the target is unconscious and immune to death saves; allies can attempt a contested Charisma check (Spectre's spellcasting modifier versus the ally's Charisma) to free them.
Conflux of Champions (Recharge 5-6). Spectre opens a fracture to the Spectral Phoenix in a 60-foot-radius centered on a point it can see within 300 feet. Each creature of Spectre's choice must make a Constitution saving throw, taking 77 () radiant damage and 77 () necrotic damage on a failed save, or half as much on a successful one. Additionally, doors, portals, and planar gates in the area are twisted: within 1 minute they function as random doors to other planes or locations determined by the DM. Once Spectre uses Conflux of Champions, it cannot use it again until it finishes a short or long rest.
Soul Sever. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 36 () bludgeoning damage plus 27 () psychic damage. The target must succeed on a Constitution saving throw or be marked by the Obsidian Requiem for 1 minute. While marked, the target takes 10 psychic damage at the start of its turn and Spectre has advantage on attack rolls against that target. If the marked target dies, Spectre regains hit points equal to twice the target's challenge rating times 10.

Reactions

Reflexive Aegis. Reflexive Aegis. When a creature Spectre can see casts a spell that would target him or an ally within 30 feet, Spectre can impose disadvantage on the attack roll or spell attack or grant himself or the ally advantage on a saving throw. Once used, this reaction cannot be used again until the start of his next turn.

Legendary Actions

Astral Lash. Astral Lash. Spectre makes one Astral-Eyed Seraphic Lash attack.
Shift Door (costs 2 actions). Shift Door. Spectre teleports up to 120 feet to an unoccupied space he can see or forces one door or portal within 60 feet to open to a random other plane or location for 1 minute. Creatures passing through must succeed on a Wisdom saving throw or become lost in a side plane and reappear after rounds in a random location within 30 feet of their origin.
Command Immortal (costs 3 actions). Command Immortal. Spectre uses one of his lower-level innate spells that has a casting time of 1 action, such as greater restoration, dispel magic, or banishment without using a spell slot.
Role
Elite
Built for
20

Gear

  • Vestments of the Obsidian Requiem (Wondrous, Artifact)A long vestment of black obsidian-threaded cloth that grants formidable defenses and planar control
  • Astral-Eyed Seraphic Lashes (Weapon, Artifact)Twin living lashes crafted from starlight and hellsteel. They are sentient and respond to Spectre's thoughts.

Notes for the game master

Spectre is a demigod and cannot be permanently killed by normal means. When reduced to 0 hit points, he reforms in his lair in 1d10 days unless a permanent-removal ritual performed with divine-level magic or specific planar artifacts is enacted.
Proficiency bonus is +8. Spell save DCs use Charisma (+18).
The Vestments of the Obsidian Requiem and the Astral Lashes are treated as artifacts; destroying them requires plot-level quests.

Tactics

  1. Opening

    Open by assessing foes with an Astral Eye glimpse, then place the Obsidian Vestments to grant battlefield control. Start with a Stellar Strike or Conflux if allies are grouped, then harry with Lash attacks while using shapechange to sow doubt and conflicting tactics.

  2. Mid-fight

    Use long reach Lashes and Stellar Strike to thin ranks, mark priority targets with Soul Sever, then force movement and split the party by warping doors. Use legendary actions to reposition, punish spellcasters who cluster, and employ control spells to isolate the strongest opponents.

  3. End of the fight

    Lock a powerful ally or threatening PC inside the Obsidian Requiem while battering the rest with radiant and necrotic aoe, then use Conflux of Champions to fracture the battlefield and force risky rescues. If victory seems impossible, enforce the bargain: abduct a willing immortal conduit to bargain for a graceful withdrawal or a new truce.

  4. Retreat

    Spectre rarely flees permanently. If forced from the field, he withdraws through a prepared portal into his pocket plane, leaving behind a gauntlet, clue, or bargaining token to ensure future contact. He prefers negotiated outcomes and may offer deals or riddles before a last stand.

How it fights

Open by using Stellar Strike or Conflux if enemies cluster; otherwise harass with Lashes from distance
Mark high-value targets with Soul Sever, use legendary actions to split the party with Shift Door
Preserve himself with Command Immortal and Reflexive Aegis, withdraw through a portal when necessary

Who it attacks first

Spellcasters and healers
Highest damage-dealing single target
Creatures that control doors, teleportation, or planar travel

Works well with

Works with planar manipulators like powerful wizards or heralds who can control doors and portals
Pairs dangerously with creatures that can force immobilization while Spectre uses Conflux
Undermined by allies who can permanently close or seal planar rifts

How to beat it

Spells or effects that permanently restrict planar travel and gate creation are highly effective
High single-target burst damage combined with banishment or forced exile powers can deny Spectre time to recharge
Magic items that force immediate truth or break compacts can compel Spectre to reveal bargains or halt his reforms

Ways to avoid a fight

Negotiation and riddling bargains, testing the party's moral choices
Offer quests to right planar imbalances in exchange for favors or planar access
Serve as an arbiter between celestial and infernal delegations

Ecology

A tall, human-shaped figure wrapped in shifting black robes threaded with starlike filaments. Two living lashes coil like serpents at his hands; each has a cold, white eye within the curve that blinks independently. Spectre's face is handsome and androgynous, skin like pale moonstone and hair like scorched silver. When he uses power his eyes become a depthless mirror showing scenes of other realms.

Behavior

Calculated and almost serenely courteous to opponents he deems worthy. He mocks cruelty and values equilibrium. Spectre will test foes first rather than kill outright, preferring to reshape outcomes to restore balance across realms.

How it lives

Spectre exists between planes in a nexus stitched from obsidian ash and starlight. He feeds not on flesh but on aberrant imbalance. The pocket plane is a hub of lost doors, wayward immortals, and testaments to bargains gone wrong. Celestials, devils, and exiles occasionally seek him to settle disputes.

Lair

Spectre's lair is a looping obsidian hall within the Spectral Phoenix filled with doors of all sizes and eras. Many doors are inert; some open to other planes. The lair offers terrain advantages like quick shifts in cover, illusions of alternate corridors, and ritual alcoves that empower the Vestments. Lair actions occur on initiative count 20 and can warp movement, summon echoes of immortals, or reroute damage into the Obsidian Requiem.

Habitat
Planar pocket plane called the Spectral Phoenix, with shifting doors leading to other realms

Signs that it is near

Doors that open to impossible landscapes
Ash that reassembles into feather-like motes
Whispers in unknown tongues and a faint smell of ozone and embers

Tags

Planar,
Demigod,
Shapeshifter,
Arcane,
Artifact-bearer,
Fiend-celestial hybrid

Lore

Forged by Iunathar, enslaved by Asmodeus, and then outwitted him, Spectre's legend is a tapestry of bargains and betrayals. He slew champions in the Trial of Ascension and claimed the Conflux of Champions, only to be betrayed by his protégé Necro. After a centuries-long hunt he showed mercy to his maker and earned demigod status. Adventurers who find his lair may bargain for forbidden doors or face moral tests.

What drives it

Preserve cosmic balance and correct aberrant bargains. He punishes hubris that destabilizes realms and offers choice to those who can stand judgment.

After the fight

If Spectre is reduced to 0 hit points, its body collapses into a black feathered ash that drifts into a single obsidian door in its lair. The feathered ash reforms into a sleeping visage of Spectre within the pocket plane in 1d10 days. On a successful quest, rituals, or the use of a wish spell focused on truly destroying a demigod, the party can force a permanent banishment, but doing so requires either the blessing of Iunathar or a pact breaker forged in the Nine Hells and a campaign-defining cost determined by the DM.

“He slew champions in the Trial of Ascension and claimed the Conflux of Champions, only to be betrayed by his protégé Necro.”
From its lore

Variants

Bound Spectre: A weakened version bound to a mortal locus for a short campaign arc (CR 22)
Vestmentless Shade: Spectre stripped of his Vestments and reliant on guile (CR 26)
Ascendant Spectre: A temporarily empowered form after consuming an immortal's essence (CR 32)

Hooks

Plot hooks

A realm's gates are randomly swapping destinations; Spectre's pocket plane is the epicenter
Necro, Spectre's betrayer, seeks the party's aid to finally break Spectre's mercy-bound oath
A cult uses one of Spectre's inert doors to smuggle devils into a city; stopping them draws Spectre's notice

How to use it

As a climactic boss where negotiations and battle are both viable
As a recurring challenger who tests the party's moral compass
As a guardian whose favor grants access to planar secrets

Treasure

Vestments of the Obsidian Requiem (artifact)
Astral-Eyed Seraphic Lashes (artifact)
Clues and keys to planar doors, minor planar relics, and one campaign-defining boon or curse

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