Pale Man

Dungeons of Drakkenheim p. 212 (Third Party)

Size
Medium
Type
aberration
Alignment
neutral
AC
12 (15 with mage armor)
Hit Points
120 (16d8+48)
Speed
walk 30 ft., climb 30 ft.
Saving Throws
Con +8, Int +10, Wis +7
Skills
Arcana +10, History +10, Perception +7
Resistances
Bludgeoning, Piercing or Slashing damage from nonmagical attacks
Immunities
Necrotic, Poison
Condition Immunities
Charmed, Frightened, Paralyzed, Petrified, Poisoned, Restrained
Senses
darkvision 60 ft.
Passive Perception
15
Languages
Common and any 5 other languages
Challenge
13
STR
10
+0
DEX
15
+2
CON
17
+3
INT
20
+5
WIS
15
+2
CHA
12
+1

Traits

Proficiency Bonus

+5

Spellcasting

The Pale Man is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The Pale Man has the following wizard spells prepared:

  • Cantrips (at will): chill touch, mage hand, mending, prestidigitation, shocking grasp
  • 1st level (4 slots): delerium orb*, mage armor, magic missile, shield
  • 2nd level (3 slots): hold person, invisibility, warp bolt*
  • 3rd level (3 slots): counterspell, lightning bolt, purge contamination*
  • 4th level (3 slots): delerium blast, forced evolution
  • 5th level (3 slots): conjure the deep haze*
  • 6th level (1 slots): chain lightning, siphon contamination*
  • 7th level (1 slots): octarine spray*
  • 8th level (1 slots): antimagic field

Legendary Resistance (3/Day)

If the Pale Man fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Insect Body

The Pale Man can occupy another creature's space and vice versa, and the Pale Man can move through any opening large enough for a Tiny insect.

Crawling Flesh

When the Pale Man is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the Pale Man swarm returns to its cocoon and reforms 1d6 days later.

Actions

Contaminating Touch

Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or receive one level of contamination.

Infest the Flesh (Recharge 6)

Each creature within 30 feet of the Pale Man must succeed on a DC 16 Dexterity saving throw or take 22 (5d8) necrotic damage and be restrained by masses of swarming fleshy bugs. The affected creature takes 22 (5d8) necrotic damage at the start of each of the Pale Man's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D6

Legendary Actions

Legendary Actions (3/Turn)

The pale man can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The pale man regains spent legendary actions at the start of its turn.

recharge

3/TURN

Cantrip (Costs 1 Action)

The Pale Man casts one cantrip.

Slither (Costs 2 Actions)

The Pale Man moves its speed without provoking opportunity attacks.

Contaminate (Costs 3 Actions)

Each creature restrained by the Pale Man's Infest the Flesh must succeed on a DC 16 Constitution saving throw or gain one level of contamination.

Spells

chill touch, mage hand, mending, prestidigitation, shocking grasp, delerium orb, mage armor, magic missile, shield, hold person, invisibility, warp bolt, counterspell, lightning bolt, purge contamination, delerium blast, forced evolution, conjure the deep haze, chain lightning, siphon contamination, octarine spray, antimagic field

Spell Slots

0,4,3,3,3,3,1,1,1

Other data

description

Friedrich Von Lichten ambitiously explored the mutagenic effects of delerium after Drakkenheim's destruction, and was among the first to fully describe the effects of eldritch contamination upon the human body. He was ejected from the Amethyst Academy when it was discovered he was using apprentices as test subjects. So grave was his trespass, that the Academy notified the Silver Order of his existence, putting a death bounty on his head. Both The Silver Order and the Amethyst Academy have been searching for him since.

Personality Trait: Witness my power, understand that I am the future. Some may call me a god, and I would not correct them.

Ideal: We must embrace the Haze, and allow contamination to change us, make us better.

Bonds: The Amethyst Academy lacks vision. I will show them the true power of delerium.

Flaw: It is not enough that I merely outsmart my foes, they must be shown their weakness and failure.

Friedrich von Lichten has fully embraced contamination and transformed into a monster, and is now the Pale Man (see Appendix A ofDungeons of Drakkenheimfor game statistics). He has maintained his intellect, and drapes his hunched and withered figure in a black cloak. Beneath his paper-thin skin are wriggling and writhing things. His lidless eyes are sunken, his teeth are prominent, yellowing and decaying. One can just make out a sickly green tongue that darts out when he speaks. He talks in a stunted, almost exasperated tone.

He presents his estate as a safehouse for the lost and forgotten.

The Pale Man sows the rumors that he can help contaminated people so he can use them as test subjects for his experiments. When he meets a transformed or contaminated creature, he presents himself as a helpful expert, offering to treat any individual left in his care. He never actually cures contamination, but sometimes helps other transformed monsters become somewhat lucid so he can make better use of them as minions. The Pale Man spends most of his time in the repurposed master bedroom of the estate he uses as his laboratory, and gives orders only to his most trusted thralls.