The Unicorn Wizard, Danny Sexbang
Sometimes I wish I was even more awesome than I already am. What would my life be like if I turned this shit up to eleven (out of a possible five)?Danny Sexbang, The Unicorn Wizard, is the final challenge in escaping Attitude City. Upon conquering the three Wall Towers, the players gain access to his lair at the heart of the city, Unicorn Tower The fight with the wizard is a mutli-stage battle where in he will summon a mini-boss for the players to fight while he mostly plays support as a bard. Most of Danny's allies are reasonable people or animals, though, and can be reasoned with or otherwise talked down.
When his allies are no longer able or willing to fight, or when Danny's HP has been brought down to 50 or below, he will flee to a higher floor, ending the encounter. If his ally is still able to fight after Danny has fled, whether or not they continue fighting is based on character interaction. DAnny' health will be restored to full by the party's next encounter with him.
The only exception to this is the party's first encounter with him in the Unicorn Tower lobby. Here, Danny will fight solo and flee after he is brought down below 100 HP.
Stats
Armor Class 18Hit Points 180
Speed 40 ft., climb 40 ft., fly 80 ft.
- STR = 10 (+0)
- DEX = 19 (+4)
- CON = 21 (+5)
- INT = 14 (+2)
- WIS = 11 (+0)
- CHA = 23 (+6)
Skills Perception +8, Stealth +4
Conditional Immunities Charmed, Frightened, Incapacitated, Exhaustion
Senses Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 18
Languages Common, Draconic
Challenge 10
Actions
- It's Bedtime. This spell sends creatures into a magical slumber. Roll 10d10; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
- Magnum Bullets. You create six glowing darts of magical force. Make a ranged spell attack against up to six creatures of your choice that you can see within range. On a hit, a dart deals 1d6 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
- Thunder and Lightning. A wave of thunderous force and lightning sweeps out from you. Each creature in a 20-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage, 1d8 lightning damage, and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. The lightning ignites flammable objects in the area that aren’t being worn or carried.
- I don't Know What We're Talking About (and I haven't for a While). This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior:
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2–6 The creature doesn’t move or take actions this turn.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. - Release the Kraken. Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 1d8+6 for the duration.
- Best Friends Forever. You attempt to charm a humanoid you can see within range. It must make a DC16 Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
- Great Axe. Melee Weapon Attach: Range 5'. +6 to hit. 1d12+3 bludgeoning damage. Danny flips his guitar around before swinging it like a battle-axe. It is, however, just a really sturdy guitar and thus, lacks a cutting edge.
As the climax of the Unicorn Tower dungeon plays out, it is revealed that Danny Sexbang is really the dream persona of a sleeping young boy who's bedroom has been partially pulled through to the Prime Material Plane by some unknown means (later revealed to be a side effect of the actions of the Phantom King's conquest).
As this revelation washed over Danny, who subconsciously knew but was not actively aware of his own non-existence, he will urge the party to leave the city as fast as possible as the fighting and sudden awareness has destabilized the dream. furthermore, he does not know for certain how much of the population is imagined and how many are real people from this world. He then psychically urges as many of the dream citizens as he can to evacuate the real people as Young Danny is pulled back into the Plane of Thought and the tower and town begin to collapse. After the destruction of Attitude City, Danny the Unicorn Wizard manifests himself one last time in front of the party. He apologizes for his actions and, with the rest of his dream magic, opens a portal back to Feyrune. He gives the party a choice: stay and use their unique strength to save Kwilterra from whatever is making so many people into refugees, or go home and leave this world's problems to those who live here.
This choice is really there to present the players with the option to end the campaign or retire their characters and make new ones to continue the story with. It is the end of their initial mission to investigate the disappearing town, although staying should be presented as the more heroic/least selfish option.
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