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The Revisionist - AI-generated fantasy Monster

The Revisionist

Born into a respected triton family, The Revisionist became fascinated with the way grief, loyalty, and fear shaped behavior. He eventually concluded that identity was merely a layer of paint obscuring a person's purest form. After acquiring the Quiet Verdict from a drowned oracle, he began removing memories and emotions from criminals, debtors, witnesses, and rivals. He now runs a criminal operation in Drexel, selling obedient living dolls to clients who want servants without wills, guards without fear, or witnesses without testimony.

LargeHumanoid(Triton)CR Challenge 4, Hard elite encounterLawful evil

The Revisionist

tritoncriminal mastermindpsychicmemory manipulationcoastalbossliving dollsDrexel
HP102AC+6SPD30 ft., Swim 40 ft.CR4 (1,100 XP)DeceptionInsightIntimidationPerceptionPersuasion
STR
16
DEX
14
CON
16
save
INT
12
WIS
15
save
CHA
14
save
Amphibious Composure. The Revisionist can breathe air and water, and he has advantage on saving throws against being charmed or frightened.
Psychic Edge. The Revisionist's weapon attacks are magical. Once per turn when he hits with a weapon attack, he can deal an extra 2 psychic damage.
Curator of Obedience. If The Revisionist starts his turn within 5 feet of at least one ally, he has advantage on saving throws against being stunned, frightened, or charmed.
Emotional Critic. The Revisionist has advantage on Wisdom (Insight) and Charisma (Deception) checks made to identify or exploit emotional weaknesses.
Innate Spellcasting. The Revisionist can cast the spells listed in the spells section, requiring no material components. His spellcasting ability is Charisma.
Multiattack. The Revisionist makes two attacks, using Trident or Quiet Verdict in any combination.
Trident. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 9 () piercing damage, or 10 () piercing damage if used with two hands, plus 2 () psychic damage. If the target is a creature, The Revisionist can push it up to 5 feet away.
Quiet Verdict. Melee Spell Attack: to hit, reach 10 ft., one target. Hit: 8 () bludgeoning damage plus 3 () psychic damage. The target must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn.
Erase the Stroke. The Revisionist targets one creature he can see within 60 feet. The target must succeed on a Wisdom saving throw or take 10 () psychic damage and lose access to one emotional impulse of The Revisionist's choice until the end of its next turn. The target cannot take the Dash, Help, or Disengage action during that time. A creature that succeeds is immune to this action for 24 hours.
Quieting Pulse. The Revisionist projects a 15-foot cone of pale violet pressure. Each creature in the area must make a Intelligence saving throw, taking 14 () psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also has disadvantage on its next attack roll before the end of its next turn.
Make the Canvas Bare. The Revisionist chooses one creature he can see within 30 feet that is charmed, frightened, stunned, or unconscious. The target must succeed on a Wisdom saving throw or have one minute of memory removed. Until the effect ends, the creature forgets the last 10 minutes and is indifferent toward The Revisionist unless directly harmed. The effect ends if the creature takes damage or is targeted by remove curse, greater restoration, or similar magic. A creature that succeeds is immune to this action for 24 hours.
Corrective Retreat. When a creature The Revisionist can see within 30 feet succeeds on a Wisdom or Intelligence saving throw against one of his abilities, he reduces any psychic damage from that ability by half and moves up to 15 feet without provoking opportunity attacks.
1st level
CommandEnchantment One creature The Revisionist can see within 60 feet must succeed on a Wisdom saving throw or obey a one-word command on its next turn. The spell is cast through the Quiet Verdict.
Cause FearNecromancy One creature The Revisionist can see within 60 feet must succeed on a Wisdom saving throw or become frightened of him until the end of The Revisionist's next turn.
Fog CloudConjuration The Revisionist creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The area is heavily obscured for up to 10 minutes, requiring concentration.
2nd level
Shape WaterTransmutation The Revisionist manipulates water in a 30-foot cube, creating difficult terrain, pushing creatures, or forming a temporary barrier at the DM's discretion.
4th level
Control WaterTransmutation The Revisionist alters the flow of water in a 100-foot cube. In his lair, this can flood corridors, open submerged passages, or sweep creatures 15 feet in a chosen direction.
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