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The Lodgemaster




Casting himself as a gruff, grizzled nobleman, the Lodgemaster seeks to corrupt a government from within by encouraging his fellow bluebloods into greater acts of barbarism and depravity. The demon's human form is a barrel-chested man just past his prime, streaks of grey peppering his neatly trimmed beard and hair. He still carries a commanding air of physical prowess and intellectual intensity, despite his years. The Lodgemaster builds a reputation of a man’s man as a consummate hunter and a powerful lover. He can transform into a massive, red dire wolf with glinting eyes and dagger-like fangs.

In his true form, the demon is covered with crimson fur and stands just under eight feet tall. While his body remains bipedal his head resembles a dire wolf's skull; the fangs replaced with blackened steel. Red pinpricks of light float within the skull’s sockets and a leathery tongue lolls from its maw. The Lodgemaster’s legs are reverse-jointed, and his hands are surprisingly articulate claws. He always wears finely tailored clothing which grows to match this horrid form.

Cult of Personality. The Lodgemaster takes a few protégé’s under his wing under the pretense of teaching them what it means to be a gentleman and hunter. Over time he twists his pupils, compelling them into savage deeds against animals, then peasants and commoners who will not be missed, before finally turning them loose on their fellow nobles. This cult often do not last long but leaves a lasting scar on a region’s history. The Lodgemaster’s influence has led to civil wars, revolutions, and inquisitions over the centuries. Each time the demon exits the stage before the real trouble starts, resurfacing a few generations later to re-found the cult and spread his toxic message once now.

The Lodgemaster

Medium fiend (shapeshifter), chaotic evil

Armor Class 16 (natural armor)

Hit Points 105 (14d8 + 42)

Speed 40ft

Str 20 Dex 16 Con 16 Int 14 Wis 16 Cha 16

Saves Str +9, Wis +7

Skills Insight +7, Deception +9, History +5, Survival +11 (expertise)

Condition Immunities exhaustion, frightened, poisoned

Damage Immunities cold, poison

Damage Resistances bludgeoning, piecing, and slashing from non-magical weapons, fire

Senses darkvision 120ft, passive Perception 13

Languages common, abyssal, infernal

Challenge 11 (7,200 XP)

Keen Hearing and Smell:

The Lodgemaster has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance:

The Lodgemaster has advantage on saving throws against spells and other magical effects.

Majesty:

The first time a creature attacks the Lodgemaster on a turn, the attacker must make a DC 15 Charisma saving throw. On a failed save, it can't attack the Lodgemaster on this turn, and it must choose a new target for the attack or the attack is wasted.

Pack Tactics:

The Lodgemaster has advantage on attack rolls against a creature if at least one of the Lodgemaster's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce:

If the Lodgemaster moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the Lodgemaster can make one bite attack against it as a bonus action.

Rampage:

When the Lodgemaster reduces a creature to 0 hit points with a melee attack on its turn, the Lodgemaster can take a bonus action to move up to half his speed and make a bite attack.

Shapechanger:

The Lodgemaster can use his bonus action to polymorph into a medium human or into a dire wolf, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying other than his clothing isn't transformed. He reverts to his true form if he dies.

Unnatural Leap:

The Lodgemaster can long jump and high jump up to 40 feet.

Actions

Multiattack

The Lodgemaster makes two flensing claw attacks and 1 bite attack as one action. When posing as a human the Lodgemaster may make two battle axes attacks as one action.

Battle Axe:

Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8+ 5) slashing damage; or 10 (1d10+5) slashing damage if used two handed.

Flensing Claws:

Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 10 (2d4+ 5) piercing damage. If the target is a creature at the start of each of its turns it must make a DC 15 Constitution save, taking 2d6 necrotic damage on a failure. On success, the creature takes no damage and the effect ends.

Bite:

Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6+ 5) piercing damage.

Bloodthirsty Howl (Recharge 6)

Creatures that can hear the Lodgemaster's howl within 120ft must make a DC 15 Charisma save, driven mad with bloodlust on failure. The creature must use its action to make melee attacks against the closest creature to it. If more than one target is equidistant to the bloodthirsty creature roll randomly to see which creature it attacks. And the end of its turn the creature may repeat the save, effect ending on success. Beasts and demons are immune to the bloodthirsty howl.

Legendary Actions

The Lodgemaster 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. The Lodgemaster regains spent legendary actions at the start of his turn.

Alpha's Call (1 point): A friendly beast or demon within 60ft that can hear the Lodgemaster may make a single attack.

Bite (1 point): The Lodgemaster makes a bite attack.

Savage (2 points): The Lodgemaster takes a move action and can Pounce if able. This movement does not cause an opportunity attack.



Using the Lodgemaster

This savage deceiver is best used in a story centered around corrupt nobility and twisted institutions. He is a bad penny that keeps turning up in places where the status quo has been just and serene for too long. As mentioned above the Lodgemaster takes young nobles under his wing, fosters their bloodlust, and then turns them loose to cause havoc. The lodge he forms is always exclusive in its members, wealthy and well-connected. Those that follow him wear masks of propriety during the day, and throw off such pretense at night when the hunt is on. They often done animal pelts and use weapons fashioned from claw and bone to better emulate beasts. This leads most to suspect werewolves are involved; an assumption which can get a group of player characters in a great deal of trouble. The Lodgemaster prefers to sit back once things are in motion and watch the bloodshed, but he is not above participating in the madness for the thrill of it all. A twist on this motif could be the demon sponsoring an adventuring guild that attracts the players and tries to mold them to evil.

The Lodgemaster could also be used for a big bad at the end of a forest dungeon, ruling from a decrepit manor in the heart of the woods. Perhaps he’s been bound to the area by those wishing to curb his influence and seeks to throw off the shackles and get back to corrupting bluebloods. The dark forest could be where he manifests after one of his lodges has been toppled, or maybe he is rumored to know a thing or two about lycanthropy and how to combat it that the heroes are asked to seek out.

Appropriate Minions

Any NPC, part of the Lodge or a servant of an devoted noble.

Angry Sorrowsworn

Barghest

Dire Wolves

Dogs

Howlers

Hungry Sorrowsworn

Mastiffs

Shadow Mastiffs

Winter Wolves

Wolves

Worgs

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