Medium Humanoid (Half-Orc Wizard), Lawful Evil
Armor Class: 17 (robe of the archmagi)
Hit Points: 144 (16d6+96)
They say never meet your heroes because you’ll just be disappointed. That’s how a lot of folk feel after meeting Hardock. He’s a hero, a legend in own time. He has saved cities, stopped horrible monsters, and defeated countless evil villains. His magical prowess in battle is unrivaled. However, he is a cruel and mean-spirited old man. Hardock enjoys the fame and attention he receives for doing good and noble deeds. It is his methods that often turn people away. He is ruthless, cunning, and takes special pleasure in dealing more pain and damage than necessary. Hardock believes strongly that the best path to growth is through adversity. He sees most situations as “educational” opportunities. This is particularly frightening since Hardock lacks in the kindness and empathy department. He has taken on a number of students although most do not survive his training with their bodies and minds in-tact.
Alignment: Lawful evil.
Personality Trait: “My enemies will tremble before me. You don’t want to be my enemy.”
Ideal: “No pain. No gain.”
Bond: “I wish to leave my mark on the world no matter what it takes.”
Flaws: “The end justifies the means.”
STR DEX CON INT WIS CHA
16(+3) 14(+2) 16(+3) 20(+5) 14(+2) 12(+1)
Saving Throws: Str +6, Con +6, Int +8
Skills: Athletics +8, Arcana +10, Survival +8, Intimidation 9
Senses: passive Perception 15, Darkvision 30 ft.
Languages: Abyssal, Common, Giant, Orc, Primordial, Undercommon.
Proficiencies: Hardock is proficient in common and martial weapons.
Challenge 16 (15,000 XP) Proficiency Bonus: +5
Special Equipment: Short Sword of Blasting. When Hardock strikes with the short sword of blasting he can expend a spell slot to empower it with a forceful blast in addition to the weapon’s regular damage. The extra damage is 2d6 for a 1st level spell, plus 1d6 for each spell higher than 1st, to a maximum of 6d6. The target is also pushed 5 ft. for a 1st level spell, plus 5ft. for each spell higher than 1st to a maximum of 30 ft. Hardock also wears a Necklace of fireballs, a wand of the warmage, and a robe of the archmagi.
Tactical Wit: Hardock’s initiative in combat uses a +5 modifier.
Durable Magic: While concentrating on a spell, Hardock gains +2 bonus to AC and all saving throws.
Actions
Short Sword of Blasting: Melee Weapon Attack, +10 to hit, reach 5ft. one creature. Hit: 10 (1d6+7) + forceful blast.
Spellcasting: Hardock is a level 16 wizard using Intelligence as the spellcasting ability (spell save DC 18) and has the following spells:
Cantrips
Firebolt, Poison Spray, True Strike
1st Level (4 slots)
Detect Magic, Friendly Fire, Magic Missile, Unseen Servant
2nd Level (3 slots)
Cloud of Daggers, Mirror Image, Misty Step
3rd Level (3 slots)
Counterspell, Fear, Fireball, Mirror Image
4th Level (3 slots)
Banishment, Confusion, Hallucinatory Terrain
5th Level (2 slots)
Cone of Cold, Hardock’s Hammer, Wall of Force
6th Level (1 slot)
Chain Lightning, Globe of Invulnerability
7th Level (1 slot)
Prismatic Spray, Simulacrum
8th Level (1 slot)
Incindiary Cloud, MindBlank
Spells created by and unique to Hardock
Friendly Fire
1st-Level Evocation
Casting Time: 1 Action
Range: 100 feet
Components: V, S, M (A small bottle of oil)
Duration: Instantaneous
You hurl a small mote of fire at an ally causing them to explode. Make a ranged attack against the target. The target and all creatures within a 5 ft. radius centered on the target take 2d10 fire damage. Only allies can be the target of this spell. It cannot target enemies or objects but it can affect them. A flammable object hit by this spell ignites if it is not being worn or carried.
Heavy Body
3rd-Level Enchantment
Casting Time: 1 Action
Range: 120 feet.
Components: V, S, M (A piece of rope and a small lead bar)
Duration: Concentration, up to 10 minutes
A creature of your choice suddenly becomes very heavy. The target must make a Constitution saving throw or their weight increases tenfold. On a failed save, the target moves at half speed, can no longer be pushed or pulled, and loses the ability to fly. Flying creatures that do not have legs to walk may slowly hover a few feet from the ground. A creature that is in the air that fails its saving throw immediately falls and takes falling damage (1d6 for every 10 ft. the creature falls).
Hardock’s Hammer
5th-Level Transmutation
Casting Time: 1 bonus action
Range: Touch
Components: S, M (a small twig)
Duration: Concentration, 1 minute per level
The piece of wood in your hand transforms into a large glowing warhammer of force. For the duration of the spell, the warhammer can be used to make melee or ranged attacks. As a bonus action, you make a melee or ranged attack (30 ft. range) with the hammer against a single target. The hammer uses your base melee or ranged attack roll and hits for 1d8+Strength modifier+Intelligence modifier force damage. If thrown, the warhammer will fly back to your hand after you make your attack. If dropped, you can pick the warhammer up as a minor action. Even if you have a second weapon in your other hand, using the warhammer is not considered duel wielding. The warhammer does not have the versatile property.