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Dangerous Dan

From Legends of Kern

Dangerous Dan the mysterious, unscrupulous, brutal dictator of the Democratic Peoples’ Republic of Glaggleland.

Dangerous Dan

Medium human, Lawful Evil
Armor Class 22 (+3 Plate)
Hit Points 161 (17d8 + 85)
Speed 30 ft.

STR 22 (+6)    DEX 18 (+4)    CON 20 (+5)
INT 15 (+2)    WIS 12 (+1)    CHA 16 (+3)

Saving Throws Str +13, Dex +9
Skills Athletics +13, Perception +6, Stealth +11
Damage Resistances Cold, Fire, Lightning
Senses Passive Perception 16
Languages Common, Sylvan, Glaggalian, Infernal
Challenge 18 (20,000 XP)

Legendary Resistance (3/day). If Dan fails a saving throw, he can choose to succeed instead.

Badass Glaggonium Helmet of Exaltation (Attuned). Dan’s enchanted helmet has the following perks:

  • Dan has an advantage on all Intelligence saving throws.
  • Stealth (Dex) +2
  • During combat, Dan regens 1d4 hit points at the beginning of each of his turns as long as he has at least 1 hit point.

Despicable Glaggonium Greataxe (Attuned). Dan’s enchanted axe has the following perks:

  • Strength Saving Throws +2
  • Spell Save DC +2
  • Attacks made with the axe deal an additional 1d4 Thunder damage.

Wholesome Mantle of the Glaggalian Commander (Attuned). The enchanted cloak has the following perks:

  • Athletics (STR) +2
  • Intelligence (INT) +1
  • Dan gains an additional action on each of his turns during combat.
Actions

Multiattack. Dan makes three battleaxe or shortbow attacks.

Glaggonium Battleaxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 1d10 + 9 slashing damage plus 1d8 Fire damage and 1d4 Thunder damage.

Glaggonium Shortbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 1d6 + 7 piercing damage plus 2d8 Fire damage.

Spellcasting. Dan casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 19): 2/day each: Fireball, Fly, Lightning Bolt, Slow

1/day each: Banishment, Cone of Cold, Counterspell, Polymorph, Telekinesis
Legendary Actions

Dan 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. Dan regains spent legendary actions at the start of his turn.

Attack. Dan makes a melee or ranged attack against a single creature he can see within range.

Move. Dan uses his walking speed.

Spell (Costs 2 Actions). Dan casts one spell he has prepared.