Manus, the Chaos Duelist#

Medium humanoid (variant human), chaotic neutral

Armor Class 19 (Natural Armor)
Hit Points 285 (30d10 + 120)
DPR: 69 (2d8 + 7) + (2d6) Speed 50 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4

STRDEXCONINTWISCHA
12 (+1)24 (+7)18 (+4)18 (+4)16 (+3)22 (+6)

Saving Throws Dex +11, Con +8, Wis +7, Cha +10
Skills Acrobatics +11, Deception +10, Insight +7, Intimidation +10, Performance +10
Condition Immunities Frightened, Grappled, Restrained
Damage Resistances Fire, Cold, Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Draconic, Infernal


Features#

Advanced Shapechanger. As a bonus action, Manus can alter his appearance, including size, race, and basic physical features. His statistics don’t change.

Elemental Weapons. As a bonus action, Manus can conjure elemental weapons (fire, cold, lightning, or poison damage). He can create two blades or one bow, switching between them as a bonus action.

Evasion. When subjected to an effect requiring a Dex save for half damage, takes no damage on success, half on failure.

One With Darkness. Can see normally in all darkness within 120 ft., and dim light beyond that up to 300 ft.

Shadow Passage. As a bonus action in dim light or darkness, teleport up to 60 ft. to another area of dim light or darkness.

Spellcasting. 12th-level spellcaster, save DC 18, +11 to hit.
Spell Slots: 1st(4), 2nd(3), 3rd(3), 4th(3), 5th(2), 6th(1)

Known Spells:

  • Cantrips: mage hand, minor illusion, prestidigitation, ray of frost, chill touch
  • 1st: detect magic, disguise self, shield
  • 2nd: darkness, invisibility, misty step, silence
  • 3rd: counterspell, dispel magic
  • 4th: dimension door
  • 5th: passwall

Actions#

Multiattack. Manus makes three elemental weapon attacks or two ranged attacks.

Elemental Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 7) slashing + 7 (2d6) elemental damage (fire, cold, lightning, or poison).

Elemental Bow. Ranged Weapon Attack: +11 to hit, range 150/450 ft., one target.
Hit: 14 (2d6 + 7) piercing + 7 (2d6) elemental damage.

Taunting Challenge (1/Day). Target within 60 ft. must make DC 18 Wisdom save or be compelled to attack Manus with disadvantage on attacks against other targets for 1 minute. Save ends effect.

Conjure Shadow Self (Recharge 5–6). Manus has become one with darkness and has mastered the ability to transfer his life into it. At the start of Manus’s turn, if this ability isn’t available, roll a d6. On a 5–6, the ability recharges. When available, Manus conjures up to two shadow copies of himself in unoccupied spaces within 60 feet. Manus can have at most 4 shadow copies at a time; if he conjures beyond this limit, he chooses which existing copies collapse into shadow.

  • To create a shadow copy, Manus must sacrifice 45 of his remaining hit points, giving those HP to the shadow copy.
  • These copies are indistinguishable from how Manus appears currently and are capable of anything Manus is capable of doing except cast spells or use Conjure Shadow Self.
  • Manus’ original body and any shadow copies he currently controls are also allowed to swap places within that 60 feet.
  • Manus can have a maximum of four shadow copies active at any given time.
  • Shadow copies use Manus’ stats for any checks or saving throws.
  • Manus cannot drop to 0 hit points or below by using this ability. These clones stay active so long as Manus is conscious.
  • The shadow copies only take actions, other than reactions, when Manus uses a legendary action to command them.
  • To command these shadow copies, Manus must use a legendary action. The shadow copies then use that legendary action to take a full turn (action, bonus action, movement, reaction, etc.). Clones can’t use reactions other than opportunity attacks

Spellcasting. His spellcasting ability is Charisma (spell save DC 18, +11 to hit with spell attacks).

  • Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost, chill touch
  • 1st level (5 slots): _detect magic, disguise self, shield
  • 2nd level (4 slots): darkness, invisibility, misty step, silence
  • 3rd level (4 slots): counterspell, dispel magic
  • 4th level (3 slots): dimension door
  • 5th level (2 slots): passwall

Bonus Actions#

  • Shadow Passage. Teleport up to 60 ft. (dim light/darkness only).
  • *Weapon Swap.* Change between elemental blades and bow.
  • Combat Flourish. After hitting with a weapon attack, can push target 10 ft. or knock prone (target’s choice).

Reactions#

  • Parry and Riposte. When hit by a melee attack, +4 AC against that attack. If it misses, make one weapon attack against the attacker.
  • Spell Turning. When targeted by a spell of 3rd level or lower, make DC 15 Charisma save. On success, Manus redirects the spell to a new target of his choosing.

Legendary Actions (3 per turn)#

  • Move. Manus moves his speed without provoking opportunity attacks.
  • Attack. Makes one weapon attack.
  • Shadow Step (Costs 2). Uses Shadow Passage and makes one attack.
  • Command Shadow Copy. Manus mentally commands a shadow copy to take a full turn.

Encounter-Specific Behavior#

  • Opening Rounds: Manus creates 1-2 shadow copies and positions them tactically. Uses hit-and-run tactics, testing the party’s abilities.
  • Mid-Combat: Becomes more aggressive as he realizes the party’s strength. Uses Taunting Challenge to isolate strong fighters.
  • Late Combat: If the Weaver is in serious trouble OR if Nidhogg’s emergence threatens reality itself, Manus may switch sides, shouting something like “This isn’t the fight I wanted!”
  • Defeat Condition: If reduced to 25% HP, Manus may attempt to flee via dimension door, respecting the party’s strength.

Tactical Notes#

  • Primary Role: Divide party attention, control battlefield positioning
  • Secondary Threat: Dangerous but not overwhelming while Weaver is active
  • Character Arc: May betray Weaver if ritual goes too far
  • Escape Route: Has multiple mobility options, doesn’t fight to the death

Scaling Notes#

If Encounter Too Easy:

  • Manus creates maximum shadow copies
  • Uses higher-level spell slots more freely
  • Shadow copies gain +25 HP

If Encounter Too Hard:

  • Manus focuses on one party member (his “chosen opponent”)
  • Reduces shadow copy creation
  • May spend rounds taunting rather than attacking