The Island Host

Rumors say the Host cultivated influence through favors and a ledger of secrets; others whisper of hidden rooms and clients who would do anything to keep their names out of the light. Some say he is merely a mask for a larger syndicate.

MediumHumanoid(Humanoid (corrupt elite))CR ModerateNeutral Evil

The Island Host

socialcontrolleruniqueislandblackmail
HP85AC16SPD30 ft., Climb 20 ft.CR5 (1,800 XP)DeceptionPersuasionInsightInvestigation
STR
14
DEX
12
CON
16
INT
10
WIS
18
save
CHA
20
save
Social Gravity. Social Gravity. Creatures within 10 feet of the Host who are not hostile have disadvantage on Wisdom saving throws to resist charm and suggestion effects as long as the Host is actively speaking to them.
Ledgered Secrets. Ledgered Secrets. The Host can expend a use of his ledger to force one creature who can hear him to make a Charisma saving throw. On a failure the creature is compelled to obey a single short command that does not deal immediate harm or compel self-harm. The Host can use this feature three times, regaining uses at dawn.
Prepared Escape. Prepared Escape. When reduced to 0 hit points, the Host automatically succeeds on the first death saving throw once per day if he can reach a hidden passage within his lair. Outside his lair this trait grants him advantage on stealth checks to escape for 1 minute.
Palm Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () piercing damage. If the target is Charisma 15 or lower, the Island Host can attempt to grapple the target as a bonus action on its next turn with a contested check using the Host's Strength (Athletics) vs the target's Strength (Athletics) or Dexterity (Acrobatics).
Veiled Invitation. Ranged Weapon Attack: to hit, range 60/180 ft., one target. Hit: 9 () psychic damage and the target must succeed on a Wisdom saving throw or be Haunted until the end of its next turn. A Haunted creature has disadvantage on Wisdom (Perception) checks and cannot willingly move more than half its speed.
Call a Favor. If an ally within 30 feet is attacked, the Host can impose disadvantage on the attack roll by expending a secret favor from his ledger. He can do this three times, regaining all uses at dawn.
Commanding Whisper (Costs 2 Actions). Commanding Whisper. The Host issues a terse whispered instruction to a coerced servant or minion within 60 feet, granting that creature advantage on its next attack or skill check.
Silent Bargain. Silent Bargain. The Host targets one creature he can see that is under no obvious compulsion. The target must succeed on a Wisdom saving throw or be unable to attack the Host until the end of its next turn as the Host's voice plants a short, irresistible promise.
6th level
Innate Social MagicEnchantment As a 6th-level caster, the Host knows these innate spells and can cast them without material components. Charisma is his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). At will: Friends, Charm Person. 3/day each: Suggestion, Calm Emotions. 1/day each: Hold Person, Modify Memory. When hosted in the heart of his estate, he can cast Mass Suggestion once per week as a lair action.
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