Harold Drekanov
Medium humanoid, lawful evil
Armor Class: 16 (tailored shardisite lined coat)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft.
Saving Throws: DEX +6, WIS +6, CHA +9
Skills: Deception +14, History +8, Insight +10, Perception +6, Persuasion +14
Senses: Unknown Passive Insight 20, Passive Perception 16
Challenge: 9 (5,000 XP)
Proficiency Bonus: +4
Special Traits
Corporate Mantle. Harold has advantage on Charisma checks made to influence creatures who work for a company, guild, or other hierarchical organization.
Strategic Insight. Once on each of his turns, Harold can grant advantage to one attack roll or ability check made by a creature he can see, or impose disadvantage on one attack roll against a creature he can see.
Innate Psionics. Harold can cast detect thoughts without material components at will.
Silver Tongue. When Harold makes a Charisma (Deception or Persuasion) check, he treats a roll of 7 or lower on the d20 as an 8.
Legendary Resistance (1/Day). If Harold fails a saving throw, he can choose to succeed instead.
Spellcasting. Harold is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared, focused on divination and enchantment. Components are verbal and somatic only, due to subtle training and shardasite foci. He usually has mage armor up via a custom ward, already factored into his AC.
- Cantrips (at will): mage hand, message, minor illusion, friends, vicious mockery, chill touch, shocking grasp
- 1st level (4 slots): charm person, command, detect magic, comprehend languages, mage armor
- 2nd level (3 slots): detect thoughts, calm emotions, suggestion, misty step, hold person, mirror image
- 3rd level (3 slots): clairvoyance, hypnotic pattern, tongues, counterspell, sending
- 4th level (3 slots): confusion, greater invisibility, dimension door
- 5th level (2 slots): dominate person, modify memory, scrying
Actions
Shard-Filigree Deringer (3 charges/day). Ranged Weapon Attack: +6 to hit, range 5/20 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 9 (3d4+3) radiant damage. If a charge is expended the bullet is infused with shardisite energy. On a hit, the target must succeed a DC 17 Constitution saving throw or have disadvantage on the next attack roll or saving throw it makes before Harold's next turn. On a miss, the bullet explodes upon impact with a hard surface and it deals 1d4+1 force damage to each creature within 15ft of the impact.
Psychic Command (Recharge 5–6). Harold speaks a single, resonant command that bends weak minds. Each creature of his choice within 30 feet that can hear him must succeed on a DC 17 Wisdom saving throw or be charmed by him for 1 minute. While charmed in this way, a creature is incapacitated and has a speed of 0, as if affected by hypnotic pattern. The effect ends for a creature if it takes damage or if another creature uses an action to shake it out of its stupor.
Psychic Edict. Ranged Spell Attack: +9 to hit, range 60 ft., one creature. Hit: 22 (4d8 + 5) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw or be charmed by Harold until the start of his next turn. While charmed in this way, the target uses its reaction, if available, to move up to half its speed in a direction Harold chooses.
Mind Shatter (Recharge 5–6). Harold targets one creature he can see within 60 feet that he can sense with detect thoughts (or that he has spoken with in the last minute). The target must make a DC 17 Wisdom saving throw. On a failure, it takes 36 (8d8) psychic damage and is stunned until the end of Harold’s next turn. On a success, it takes half damage and is not stunned.
Bonus Actions
Diviner’s Glimpse. Harold targets one creature he can see within 60 feet. Until the start of his next turn, he has advantage on attack rolls against that creature, and it has disadvantage on saving throws against his enchantment and divination spells.
Reactions
Cutting Word. When a creature Harold can see within 60 feet makes an attack roll or ability check, Harold can unleash a razor sharp remark. He rolls 1d8 and subtracts the number rolled from the creature’s roll. He can use this reaction 3 times per day.
Counterspell. Harold often holds a 3rd level slot to react with counterspell against obvious magic.
Legendary Actions
Harold Drekanov 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. Harold Drekanov regains spent legendary actions at the start of its turn.
Cantrip. Harold casts a cantrip.
Subtle Command. Harold targets one creature he can see within 30 feet that can hear him. The creature must succeed on a DC 17 Wisdom saving throw or use its reaction to move up to half its speed or make one weapon attack of Harold’s choice (for example, attacking a different target or stepping into danger).
Disengage. Harold moves up to half his speed without provoking opportunity attacks.
Lore
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