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The Butler

From Legends of Kern

Also sometimes referred to as simply ‘him’, the Butler is a dubious and bewilderingly powerful entity who has total control over all buildings, corridors, doorways, windows, mirrors, stairs and the like, allowing him to warp, stretch, and contort them to his will. His powers give him the ability to create new and nonsensical structures from the original, even ones that break the laws of physics, like bottomless pits, endless stairways and hallways, and doors and passages to buildings that instead lead to an entirely different area. He also has the ability to move in NoClip at will.

Using the Eye and Hand of Vecna to further augment his powers, an alternate version of the Butler designed and created the Backrooms in Universe-12, using them to trap all of the classic D&D monsters once thought to be extinct or living elsewhere, as well as anyone else unfortunate enough to meet him. He defeated in battle by a group of players wielding the Reborn Sword of Kas, who healed him afterward and spared his life.

The Butler

Medium humanoid, Lawful Evil
Armor Class 21 (Natural armor)
Hit Points 1,237
Speed 30 ft., Fly 50 ft.

STR 20 (+5)    DEX 19 (+4)    CON 27 (+8)
INT 29 (+9)    WIS 23 (+6)    CHA 10 (+0)

Saving Throws Str +15, Dex +14, Con +18, Int +19, Cha +10, Proficiency Bonus +7
Skills Arcana +19, Stealth +11, Intimidation +14, Perception +20
Damage Resistances All other damage types
Damage Immunities Force, Necrotic; Bludgeoning, piercing, and slashing damage
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Sleep
Senses Truesight 60 ft., Passive Perception 30
Languages All, Telepathy 120 ft.
Challenge 29 (135,000 XP) or 30 (155,000 XP) when encountered in lair

Legendary Resistance (5/day). If the Butler fails a saving throw or ability check, he can choose to succeed instead.

Magic Resistance. The Butler gains an advantage against magical saving throws and ability checks.

Magic Weapons. The Butler’s weapon attacks are magical.

X-Ray Vision. As an action, the Butler can choose to see in X-ray out of one or both eyes until ended as a bonus action.

Eye and Hand of Vecna. The Butler is attuned to both artifacts. The Eye and Hand grant the following properties:

  • All melee attacks made either with the hand or any weapon deal an additional 2d8 cold damage on a hit.
  • The Butler may receive premonitions of danger and, unless incapacitated, cannot be surprised.
  • If the Butler starts his turn with at least 1 hit point, he regains 25 hit points.
  • Once per in-game week, the Butler can use an action to cast the Wish spell.

Otherworldly Nature. If the Butler is reduced to 0 hit points, he becomes incapacitated for 1 minute. Upon awakening, he casts Teleport and returns to the Backrooms. If he is reduced to 0 points by an attack from the Sword of Kas, he dies. Because of his otherworldly nature, there is no other means available in the universe to destroy him.

Innate Spellcasting. The Butler's innate spellcasting ability is Intelligence (spell save DC 30, +20 to hit with spell attacks). The Butler can innately cast the following spells, requiring no material components:

1st level (at will): Cause Fear, Command, Sleep
2nd level (at will): Detect Thoughts, Hold Person, Suggestion
3rd level (at will): Counterspell, Slow
5th level (5 slots): Dominate Person, Geas, Hold Monster, Mislead
Actions

Multiattack. The Butler makes three attacks, choosing between Backhand, throwing his briefcase, or using the Hand of Vecna, then uses the Spatial Kinesis action or throws his Towel.

Spatial Kinesis. Any buildings, houses, establishments, or any man-made structures that the Butler can see or has seen can be controlled and shaped by him to edit the features, size, position, shape, and/or color of those structures at his will. Structures that are Gargantuan-sized or larger may necessarily be manifested over the course of more than one action. Structures affected by this ability do not necessarily have to make sense. For example, a door which appears to be leading to the inside of a house could actually lead directly to the attic. When the Butler leaves or chooses to end this effect, the structures return to their normal specifications and appearance.

Towel. The Butler throws his towel at one or two Medium-sized or smaller creatures that are standing within 5 feet of each other. The targeted creature(s) has to succeed on a DC 20 Dexterity saving throw or the towel magically latches around their head or other part of their body. While grappled with the towel, the DM decides where it moves while carrying them. Any grappled creature(s) may repeat this saving throw at the end of their turn, ending the effect on a success. The towel is an object that can magically expand itself to be about 3 by 5 feet after leaving the Butler’s hand. It has an armor class of 28 and a flying speed of 200 feet. While away from him, the Butler can call the towel back as a bonus action at the end of his turn, but only if it isn’t carrying anything.

Backhand. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 4d12+7 bludgeoning damage plus 2d8 Cold damage. On a hit, the targeted creature is flung backwards up to 60 feet away from the Butler and has to succeed on a DC 25 Dexterity saving throw or land prone and take 3 (1d6) bludgeoning damage for every 10 feet they were thrown.

Briefcase. Ranged Weapon Attack: +18 to hit, range 1 mile/10 miles, one target. Hit: 5d8+8 bludgeoning damage, plus 2d8 Cold damage. The Butler produces a flying briefcase that homes in on a single target. After the hit, it hypersonically flies back to his hand and can be thrown again.

Hand of Vecna. If a creature has a skeleton, the Butler can attempt to turn its bones to jelly with a touch of the Hand of Vecna. An action can be used to make a melee attack against a creature he can reach, with a +9 to hit. On a hit, the target must succeed on a DC 19 Constitution saving throw or drop to 0 hit points.
Legendary Actions

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

Spatial Kinesis. The Butler uses his Spatial Kinesis action.

Attack. The Butler makes a Backhand attack or throws his towel or briefcase.

Reposition (Costs 2 Actions). The Butler blinks to a different location he can see within 30 feet of him. If the targeted location the Butler will be blinking to is inside the Backrooms or the Astral Plane, Reposition instead costs one action.

Hand of Vecna (Costs 2 Actions). The Butler uses the Hand of Vecna against a single creature in range.
Lair Actions

On initiative count 20 (losing initiative ties), the Butler takes a lair action to cause one of the following magical effects:
  • Spatial Kinesis. The Butler uses this ability to change any applicable features surrounding him to his liking.
  • Darkness. The lair becomes filled with magical darkness as the lights go dark for the remainder of the round. The darkness is identical to the Darkness spell.
  • Door Trap. Two doors or windows magically appear under and above one creature. That creature must succeed on a DC 25 Dexterity saving throw or fall through the door below them and then out of the door above before both doors vanish, causing them to fall and take 15d6 bludgeoning damage, landing prone. On a success, a targeted creature does not fall prone.
Regional Effects

The area containing the Butler’s lair is warped by his presence, creating the following magical effects:
  • Random monsters of the DM’s choosing may NoClip into reality within 1,000 miles of the lair.
  • Any creatures within 4,000 miles of the lair that fail critically on any Dexterity checks NoClip into the Backrooms immediately.
If the Butler dies, these magical effects dissipate immediately.