Obadiah Odrick

Obadiah Odrick (The Infernal Merchant)

Description

In his true form, Obadiah Odrick looks generally human with a long hooked nose, a hunched back, clawed hands, and a pair of leathery wings. He has goat-like legs and hooved feet. His skin and long hair are dirty brown with specks of red and black. His eyes are a pair of glowing red flames that sometimes appear even while disguised especially when he gets angry or excited. He rarely reveals this form preferring instead to take the shape of an old man. As a human, he wears an odd hodgepodge of clothing blending various styles and eras that give him an eccentric appearance.

Personality

The Infernal Merchant has always had a fascination with evil artifacts and cursed objects. He collects and trades them and takes great pride in his collection. He finds particular delight in discovering the many cruel and violent ways that mortals harm each other. A student of psychology and history, Odrick enjoys seeing what others will sacrifice or do in order to achieve their desires. He’s actually very friendly and can be empathetic when he senses he might have a buyer. Odrick is a shrewd trader but generally fair when it comes to buying or selling items. He has little interest in standard magical items but does enjoy studying artifacts. He considers himself an honest merchant and while he may neglect to mention one or two important things about the cursed objects in his store, he won’t lie about them. In fact, he will often give his customers a vague warning or two because he knows they’ll just ignore him anyways. As such, he has little sympathy for his customers because he feels that whatever bad stuff happens to them is their own fault. He’s a bit of a recluse, protective of his goods, and rarely leaves his shop.

Obadiah Odrick is almost always smiling especially when dealing with a customer. He’s friendly and energetic. He will eagerly discuss the beautiful and rare qualities of his merchandise and downplay any magical or deadly aspects of them. He doesn’t engage in much small-talk but will steer conversations towards his client’s needs and interests. He’s always willing to lend a friendly ear to anyone who wants to complain or vent about their frustrations or fears. He doesn’t have any real friends. Everyone else is either a customer or a co-worker. He has a rather dark sense of humor and and can be ruthlessly cruel to thieves, bullies, or cursed victims. He employs one clerk, a young tiefling named Josef Shank. Odrick enjoys Josef’s company and has grown a bit attached the boy over time.

Powers

Obadiah Odrick shuns personal violence. His strength and powers mostly come from his innate ability to find and identify magical artifacts and suppress their magical effects. He depends on his assistant Josef to run errands and deal with problems that require brute strength. Odrick is a powerful magic user but specializes in defensive spells.

History

Like most archdevils, Obadiah Odrick hails from the Nine Hells. However, he never really joined in the power struggles or politics of his kin. He just didn’t really care who was in charge as long as they leave him alone to tinker with magical artifacts. Over time, he left the Nine Hells to explore other realms and began seeking and collecting cursed treasures. At first he just gave them to mortals in order to watch the destruction they would cause but he soon discovered that mortals would actually pay him for these cursed objects. Thus he opened a store and Odrick’s Oddities came into being and Odrick received the nickname “The Infernal Merchant.”

Odrick has been buying and selling evil artifacts for several thousand years and is always on the lookout for new and unique ways to cause misery and despair. After a few unpleasant confrontations with some angry customers, Odrick began the practice of hiring an assistant to handle the physical labor in the shop. His current assistant is a Teifling named Josef who he likes to say tried to shoplift a golden comb from Odrick about ten years ago. Odrick caught the little thief but saw some potential in the lad and offered him a job. That’s the story Odrick likes to tell people when they ask. In reality, Odrick found Josef hiding on the streets having stolen a powerful artifact from his father. Odrick offered to hide the young man in exchange for work. Josef accepted and has been studying magic at the shop every since.

Obadiah Odrick

Medium-Sized Fiend (devil) neutral evil

Armor Class 18

Hit Points 242(21d8+147)

Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA

18(+4) 20(+5) 24(+7) 26(+8) 20(+5) 22(+6)

Saving Throws: Dex +12, Int +15, Cha +13

Skills: Sleight of Hand +13, Arcana +16, History +16, Religion +16, Persuasion +14

Damage Resistance: cold, fire

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: Truesight 30 ft., passive perception 20

Languages: all

Challenge Rating 22 (41,000 XP) Proficiency Bonus +7

Shapechanger: As a bonus action, Odrick can change his form to that of an old human male or back into his true form of a devil. He retains all clothing and equipment.

Legendary Resistance (3/day). If Odrick fails a saving throw, he can choose to succeed instead.

Magic Resistance. Odrick as advantage on saving throws against spells and other magical effects.

Regeneration. Odrick regenerates 10 hit points at the start of his turn. If he takes radiant damage, this trait does not function at the start of his turn. Odrick only dies if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Spellcasting: Odrick is a 20th level spell-caster. His spell-casting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): Light, Mage Hand, Mending, Minor Illusion

1st level (5 slots): Charm Person, Expeditious Retreat, Fog Cloud, Unseen Servant

2nd level (4 slots): Blindness/Deafness, Hold Person, Invisibility, Levitate, Locate Object

3rd level (3 slots): Bestow Curse, Counterspell, Dispel Magic, Magic Circle

4th level (3 slots): Arcane Eye, Banishment, Locate Creature, Otiluke’s Resistent Sphere

5th level (3 slots): Animate Objects, Hold Monster, Scrying

6th level (2 slots): Globe of Invulnerability, Guards and Wards, Magic Jar

7th level (2 slots): Planeshift, Project Image

8th level (1 slot): Antimagic Field

9th level (1 slot): Time Stop

Stunning Touch (Recharge 5-6). Odrick targets one creature with a touch attack that acts like power word stun as if cast by a 20th level sorcerer. A Constitution save DC 23 ends the effect.

Identifying Touch. As a standard action, Odrick can automatically identify the magical properties of an object just by touching it as if he cast the Identify spell.

Legendary Actions

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

Greater Curse (costs 2 actions). Odrick targets one create within line of sight with a debilitating curse. The target must succeed on DC 23 Wisdom save throw or suffer from a Curse of Weakness. All attacks against the target gain advantage and deal double damage and all attacks by the target are at disadvantage and deal half damage. The target also moves at half speed. The curse can only be removed by a greater restoration or a wish spell.

Teleport. (1 action) Odrick magically teleports along with any equipment he is wearing or carrying up to 120 ft to an unoccupied space he can see.

Magical Suppression (1 action) Odrick can use his innate power to render any magical item ordinary for a period of time. If the object is being held or currently attuned, the owner must make a Wisdom save DC 20 or the chosen object loses all magical properties and abilities for 1 hour. On a successful save, Odrick cannot target that object again for 24 hours. Artifacts are immune to this ability.

Lair Actions

Odrick’s Oddities is his lair. On an initiative count 20 (losing initiative ties), Odrick can take a lair action to cause one of the following magical effects, he can’t use the same effect two rounds in a row.

  • Odrick chooses one target and attempts to banish them from the store. The target must succeed on a Charisma saving throw (DC 23) or be teleported outside of the store. A banished target can no longer enter the store or find it for 24 hours.
  • Odrick causes objects in the store to fly across the room and strike enemy targets. All enemy targets in the store take 18 (2d12+6) bludgeoning damage and the store will be considered difficult terrain for determining movement.
  • Odrick summons forth a healing ward and heals 30 hit points.

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