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Harkon Lukas
- STR
- 21 (+5)
- DEX
- 18 (+4)
- CON
- 19 (+4)
- INT
- 14 (+2)
- WIS
- 16 (+3)
- CHA
- 19 (+4)
Harkon has Advantage on attack rolls against any creature that doesn't have all its Hit Points.
If Harkon dies, he revives with all his Hit Points in 1d10 weeks somewhere in Kartakass.
If Harkon fails a saving throw, he can choose to succeed instead.
Harkon gains 10 Hit Points at the start of each of its turns if he has at least 1 Hit Point. If Harkon takes Radiant damage, this trait doesn't function at the start of its next turn.
Actions
Harkon makes two Swipe attacks. He can replace one attack with (A) Bite or (B) Enthralling Performance.
Melee Attack Roll: +10, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage plus 14 (4d6) Necrotic damage. If the target is a Humanoid, it is subjected to the following effect: Constitution Saving Throw: DC 17. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the DM's control and has 50 Hit Points. The curse can't be removed until Harkon dies. Success: The target is immune to Harkon's curse for 24 hours.
Melee Attack Roll: +10, reach 5 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Prone condition.
Wisdom Saving Throw: DC 17, each creature in a 30-foot Emanation originating from Harkon. Failure: The target has the Charmed condition for 1 hour or until it takes damage.
Bonus Actions
Harkon shape-shifts into a Large dire wolf-humanoid hybrid or a Large dire wolf, or he returns to his true humanoid form. His game statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Harkon uses Shape-Shift to return to his humanoid form, then uses the following effect. Wisdom Saving Throw: DC 17, each creature of Harkon's choice that he can see within 30 feet of himself (creatures Charmed by Harkon automatically fail this save). Failure: 16 (3d10) Psychic damage. Failure or Success: Harkon can't take this action again until the start of his next turn.
Harkon moves up to half his Speed and makes one Swipe attack.
Harkon uses Shape-Shift to turn into his hybrid or dire wolf form and then makes one Bite attack. Harkon can't take this action again until the start of his next turn.
Regional Effects
Kartakass is altered by Harkon's presence, creating the following effects:
- Beast Spies. From dawn until dusk, Tiny Beasts in the domain magically gain the ability to understand Common and can communicate telepathically with other Beasts and Monstrosities.
- Children of the Night. Harkon exerts influence over the animals of his domain. From dusk until dawn, Medium or smaller Beasts within 1 miles of Harkon have the Charmed condition. If Harkon pleases, these animals become Hostile to creatures other than Harkon and his allies.
- Closing the Borders. While in his domain, Harkon can close or open the borders to Kartakass at will. While the borders are closed, a strange melody fills the Mists surrounding Kartakass. A creature that enters the Mists for the first time on a turn or starts its turn in them must succeed on a DC 15 Wisdom saving throw, or it has the Unconscious condition for 1d6 hours, then awakes within sight of the town of Harmonia in Kartakass. A creature makes this save only once per turn.
If Harkon dies, these effects end immediately.
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Source: Ravenloft: The Horrors Within, p. 124 - Licenses and attribution