Obsidian Tribunal Shadow Adepts - AI-generated fantasy Monster

Obsidian Tribunal Shadow Adepts

The Obsidian Tribunal believes the Nexus Sigils are not treasures but legal instruments that grant authority over the magical routes connecting worlds. Its shadow agents steal the sigils while the adepts enforce the Tribunal's claim. Each adept has been trained to treat combat as a courtroom, with darkness serving as the closed chamber and paralysis serving as the sentence.

MediumHumanoid(Spellcaster)CR Challenge Rating 2Lawful Evil

Obsidian Tribunal Shadow Adepts

controllershadow cultspellcasterarcane villainNexus Sigilsdarknessbattlefield control
HP33AC+5SPD30 ft.CR2 (450 XP)ArcanaDeceptionStealthInvestigation
STR
10
DEX
14
CON
12
INT
16
WIS
10
save
CHA
15
save
Tribunal Sight. The adept can see normally through magical darkness created by its Darkness spell.
Shadow-Bound. The adept has advantage on Dexterity (Stealth) checks made in dim light or darkness.
Unyielding Verdict. The adept has advantage on saving throws made to maintain concentration on Darkness or Hold Person when it is in dim light or darkness.
Spellcasting. The adept is a 3rd-level spellcaster. Its spellcasting ability is Intelligence. It requires no material components for its spells. It has the following spells prepared: Darkness, Hold Person, Spiritual Weapon, and Inflict Wounds.
Inflict Wounds. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: 10 () necrotic damage.
Contempt of Court. When a creature the adept can see within 30 feet succeeds on a saving throw against Hold Person or ends the spell, the adept imposes disadvantage on the next attack roll that creature makes before the end of its next turn, provided the adept is concentrating on Hold Person.
1st level
Inflict WoundsNecromancy The adept makes a melee spell attack against a creature within 5 feet. On a hit, the target takes 10 (3d6) necrotic damage.
2nd level
DarknessEvocation A 15-foot-radius sphere of magical darkness spreads from a point within 60 feet and lasts for up to 10 minutes with concentration. The adept can see through this darkness.
Hold PersonEnchantment One humanoid within 60 feet must succeed on a DC 13 Wisdom saving throw or become paralyzed for up to 1 minute with concentration. The target repeats the save at the end of each of its turns.
Spiritual WeaponEvocation A spectral weapon appears within 60 feet for up to 1 minute with concentration. As a bonus action on later turns, the adept can move it up to 20 feet and make a melee spell attack. On a hit, it deals 5 (1d8 + 1) force damage.
Visual sheet

Turn Obsidian Tribunal Shadow Adepts into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships