Phlegethite Margrave, Osiris

Family: Phlegethite

Medium fiend (phlegethite), lawful neutral

Armor Class 18 (natural armor)
Hit Points 169 (16d8 + 96)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 22 (+6) 18 (+4) 22 (+6) 20 (+5)

Skills Arcana +11, History +11, Insight +13, Investigation +11, Medicine +11, Nature +11, Perception +13, Religion +11
Saving Throws Con +13, Wis +13, Cha +12
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 23
Languages Common, Infernal
Proficiency Bonus +7
Challenge Rating 22 (41,000 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. Osiris can use his Frightening Gaze and make two melee attacks, one with his flail and one with his crook.
  • Flail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.
  • Crook. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, Osiris cannot use his crook on another target.
  • Frightening Gaze. Osiris targets one creature he can see within 30 feet of him. If the target can see Osiris, the target must succeed on a DC 21 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Osiris’ Frightening Gaze for the next 24 hours.
  • Sacred Flame (Cantrip). Flame-like radiance descends on one creature Osiris can see within 60 feet of him. The target must succeed on a DC 21 Dexterity saving throw or take 13 (3d8) radiant damage, gaining no benefit from cover.
  • Flame Strike (5th-Level Spell; Requires a Spell Slot). Osiris chooses a point he can see within 60 feet. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 21 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If Osiris casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (his choice) increases by 1d6 for each slot level above 5th.
  • Harm (6th-Level Spell; Requires a Spell Slot). Osiris unleash a virulent disease on a creature that he can see within 60 feet. The target must make a DC 21 Constitution saving throw. On a failed save, it takes 49 (14d6) necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
  • Sunbeam (6th-Level Spell; Requires a Spell Slot). A beam of brilliant light flashes out from Osiris’ hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 21 Constitution saving throw. On a failed save, a creature takes 27 (6d8) radiant damage and is blinded until Osiris’ next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. Osiris can create a new line of radiance as his action on any turn until he ends his concentration or 1 minute passes. For the duration, a mote of brilliant radiance shines in Osiris’ hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
  • Divine Word (7th-Level Spell; Requires a Spell Slot). Osiris utter a divine word, imbued with the power that shaped the world at the dawn of creation. He chooses any number of creatures he can see within 30 feet. Each creature that can hear Osiris must make a DC 21 Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 20 hp or lower (killed instantly); 30 hp or lower (blinded, deafened, stunned for 1 hour); 40 hp or lower (deafened and blinded for 10 minutes); 50 hp or lower (deafened for 1 minute). Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to Osiris’ current plane for 24 hours by any means short of a wish spell.
  • Fire Storm (7th-Level Spell; Requires a Spell Slot). Osiris fills up to ten 10-foot cubes with fire. Every cube must be within 150 feet of Osiris and occupy a space Osiris can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 21 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If Osiris chooses, plant life in the area is unaffected by the spell.
  • Sunburst (8th-Level Spell; Requires a Spell Slot). Brilliant sunlight flashes in a 60-foot radius centered on a point Osiris chooses within 150 feet. Each creature in that light must make a DC 21 Constitution saving throw. On a failed save, a creature takes 42 (12d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

BONUS ACTIONS

  • Spiritual Weapon (2nd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 6) force damage. The spiritual weapon appears within 60 feet of Osiris and lasts for the duration or until Osiris casts this spell again. As a bonus action on his turn, Osiris can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. When Osiris casts this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

LEGENDARY ACTIONS

Osiris can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Osiris regains spent legendary actions at the start of his turn.

  • Attack. Osiris makes one attack with his flail or crook.
  • Mummy Rot (Costs 2 Actions). Osiris targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and becomes a heated damned. The curse lasts until removed by the remove curse spell or other magic.
  • Raise Undead (Costs 3 Actions). Osiris animates up to two corpses of Medium or Small humanoids within 60 feet of him. The animated corpses become heated damned under Osiris’ control and obey his commands. The damned remain animated for 24 hours or until destroyed.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), Osiris can take a lair action to cause one of the following effects. He can’t take the same lair action two rounds in a row.

  • Sandstorm. A raging sandstorm kicks up within 120 feet of Osiris, causing all creatures within the area to make a DC 21 Strength saving throw or be knocked prone and take 21 (6d6) bludgeoning damage. The sandstorm lasts for 1 minute.
  • Flaming Earth. The ground beneath a random creature within 120 feet of Osiris erupts in a burst of fire, causing the creature to make a DC 21 Dexterity saving throw or take 42 (12d6) fire damage, or half as much damage on a successful save. The ground becomes difficult terrain for the rest of the round.
  • Scarab Swarm. Osiris summons a swarm of scarab beetles within 120 feet of him. The swarm moves up to its speed in a direction of Osiris’ choice and attacks any creatures in its path. Each creature in the swarm’s area must make a DC 21 Dexterity saving throw or take 21 (6d6) piercing damage and be restrained until the end of its next turn. The swarm lasts for 1 minute or until destroyed.

REGIONAL EFFECTS

The circle where Thammuz resides is cursed, creating the following effects. If Thammuz is killed, these regional effects end immediately.

  • Blighted Land. The area surrounding Osiris’s lair becomes barren and lifeless, causing plants and trees to wither and die. Any plant-based spells cast within the region have their effectiveness halved. Additionally, creatures that rely on plants for sustenance or cover may struggle to survive.
  • Curse of the Dead. The spirits of the deceased in the region are restless, causing strange occurrences and omens. Any time a creature dies within the region, their spirit is trapped and cannot pass on to the afterlife. This may manifest in strange ways, such as ghostly apparitions or strange whispers on the wind.
  • Desert Mirage. The heat and sand create a mirage that can fool even the most perceptive creatures. Creatures attempting to navigate within the region without a guide may become lost, causing them to travel in circles or become disoriented.

ABOUT

Osiris’ mummified form is wrapped in ancient bandages, and his arms are crossed on his chest, one holding a crook, and the other a flail. His eyes glow with an ominous red light, and his face is twisted into a permanent scowl.

Like his consort, the Margravine Isis, Osiris rules his half of the Burning Sands with an iron fist. He commands the elements of fire and sand, and can summon great storms of flame and wind to destroy his enemies. His massive pyramid is a vast palace of sandstone and obsidian, filled with traps and hidden chambers that protect his treasures and secrets.

Osiris knows full well that his power, combined with Isis, is enough to challenge Geryon, but he has little interest in doing so. Mostly, he keeps to his tomb, venturing forth only when a soul who worshipped him in life enters his domain. For Osiris, the cycle of rebirth is paramount. His minions carefully inspect each soul confined to the circle and embrace those whom they detect as being loyal to Osiris. These undergo a brutal, painful process of mummification to be reborn as mummies under Osiris’ control.

Section 15: Copyright Notice

5E Foes: Infernal Bestiary. Copyright 2019, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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