The moneylender loves the finer things in life almost as much as he adores showing them off. His coats are always lined with exotic furs and tailor-made to fit wide, orcish shoulders. He casually buys the latest male fashion, save for boots in which he looks for the most sturdy and best for kicking debtors when they are down. The greenskin is never without a studded cane of pale dragon bone, tapped with a polished catseye stone. He also has a pouch or three of coins squirreled away on his person. The moneylender’s coif is always perfect, but never absurd. He always has a monocle on hand when something needs a closer inspection.
The moneylender was once an adventurer seeking his fortune. He found it in an evil dragon’s horde, though was utterly drenched in the wyrm’s blood when killing it. Then he covered himself in his comrade’s blood as he butchered them to claim the bounty for himself. Some manner of fell magic transferred from the dragon to the orc that day. His avarice and cruelty only grew, and he eventually learned a unique path of magic based on the power of coin and commerce.
Eternal Debt. The moneylender has recently learned how to harness the souls of his debtors. This revelation filled the orc with renewed excitement. While he’d mastered many ways to channel the arcane power of commerce, the greenskin had grown bored with the daily grind of loaning gold and having knees broken. Now, he can fragment the souls of the pitiful fools who’ve signed on his dotted lines. The moneylender suspects that by fostering and then mastering this art, he may achieve immortality… or at least lichdom and that is good enough.
The Moneylender
Medium humanoid (orc), lawful evil
Str 18 Dex 16 Con 18 Int 18 Wis 12 Cha 16
Skills Deception +7, History +8, Insight +5, Investigation +8, Perception +5
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunitiescharmed, frightened
Senses darkvision 60 ft., passive Perception 15
Debtor's Prison.
Any creature that has signed a promissory note with the Moneylender and still owes him money takes 1d8 psychic damage whenever they come within 30ft of the Moneylender or begin their turn in the area of effect. The Moneylender may turn this ability on and off a bonus action. He usually has it turned off.
Legendary Resistance (3/Day.)
If the Moneylender fails a saving throw, it can choose to succeed instead.
Magic Resistance.
The Moneylender has advantage on saving throws against spells and other magical effects.
Tax.
Every time a hostile creature has Advantage on a roll within 60ft of the Moneylender, the Moneylender gains 1d6 Temporary hit points.
Spend.
When one of the Moneylender's melee attacks hits, it may immediately spend any number of temporary hit points, dealing an additional 1d4 psychic damage for each temporary hit point spent in this way.Actions
Multiattack.
The Moneylender makes two attacks.
Studded Cane.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.Hand Crossbow.
Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target.Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for the next minute.Reactions
Usury.
When a creature magically heals hit points within 60ft of the Moneylender, he may use his reaction to heal that many hit points as well.Legendary Actions
The Moneylender 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 Moneylender regains spent legendary actions at the start of its turn.
Attack (1 point). The moneylender makes an attack.
What am I paying you for? (1 point). The Moneylender screams at a friendly NPC he can see and that is aware of him within 30ft. That NPC gains 1d8 temporary hit points and has advantage on its next attack roll or skill check if it is made before the end of its next turn.
Cash Out (2 Points). The Moneylender casts the Misty Step spell. Creatures within 5ft of the space he left are showered with phantasma coins and must succeed on a DC 15 Dexterity save or take 10 (3d6) bludgeoning damage.
Money Talks and... (2 point). The Moneylender targets a hostile creature he can see within 30ft that is aware of him and sees him. The Moneylender produces the object of the character's avarice as a brief illusion anywhere within 30ft of that character. That creature must succeed on a DC 15 Wisdom save or must use its Move next turn to move as close to the illusion as possible. If this would cause the creature harm, it may repeat this saving throw just before Moving, but still moves on failure.
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