Olcor Spirits

One of the highest orders of Demon Spirits who live in the The Spirit Realm. They are known for their cruelty, bullying of the weaker spirits, and their vast magical abilities.

Basic Information

Anatomy

The olcor does not seem intimidating, standing just taller than 4 feet. They are humanoid with pale white skin with swirling black arcane energy flowing underneath it, causing the skin to bubble and bump.   Their faces are cherub-like but with a twisted smile of teeth that seem to cover at least half of their face. Their ears are curved and lay flat against their bald skulls. The only hair on their skull is a white ponytail that has dozens of rings woven into it.

Articles under Olcor Spirits


Olcor CR: 18

Small fiend, chaotic evil
Armor Class: 18 (Natural Amor)
Hit Points: 173 (24d6 + 96)
Speed: 39 ft

STR

18 +4

DEX

22 +6

CON

18 +4

INT

24 +7

WIS

15 +2

CHA

19 +4

Saving Throws: DEX +12, INT +13, CHA +10
Skills: Arcana +13, Deception +10, Intimidation +10, Perception +8
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities: Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Poisoned
Senses: Truesight 120 ft, Passive Perception 18
Languages: Abyssal, Common, Telepathy 120
Challenge Rating: 18

Spellcasting. The olcor is a 14th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 21, +13 to hit with spell attacks). The olcor has following wizard spells prepared:   Cantrips (at will): acid splash,friends, mage hand, mind sliver,toll the dead   1st level (4 slots): absorb elements, detect magic, hideous laughter, silvery barbs   2nd level (3 slots): blindness/deafness, crown of madness, mind spike   3rd level (3 slots): counterspell, slow, vampiric touch   4th level (3 slots): Greater Invisibility,phantasmal killer, polymorph   5th level (2 slots): far step, synaptic static   6th level (1 slots): flesh to stone   7th level (1 slots): Forcecage


Overwhelming Aura. The olcor is surrounded by an aura of dread and despair. Any creature within 30 feet of the Olcor must make a Wisdom saving throw at the start of their turn. On a failure they take 4d6 psychic damage and have disadvantage on any attack rolls during their turn.   Magic Resistance. The olcor has advantage on saving throws against spells and other magical effects.   Regeneration. The olcor regains 40 hit points at the start of its turn. If the olcor takes radient damage, this trait doesn't function at the start of the olcor's next turn. The olcor dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. the olcor can make two claw attacks.   Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 4) piercing damage plus the target must make a Wisdom saving throw DC 18 or take 3d6 psychic damage.

Reactions

Vengeful Magic (Recharge 5 and 6). When the olcor is hit with an attack it can cast a spell 4th level or lower.

The olcor does not seem intimidating, standing just taller than 4 feet. They are humanoid with pale white skin with swirling black arcane energy flowing underneath it, causing the skin to bubble and bump.   Their faces are cherub-like but with a twisted smile of teeth that seem to cover at least half of their face. Their ears are curved and lay flat against their bald skulls. The only hair on their skull is a white ponytail that has dozens of rings woven into it.