The Once-Ler
The Once-Ler began as a traveling seller with an ingenious product and a talent for persuasion. As demand grew, he expanded his operation, cutting down the groves that supplied his raw materials and dismissing warnings as obstacles to progress. He insists that the resulting ruin was an unfortunate side effect, not the purpose of his success. The name The Once-Ler is the title locals gave him after the last great harvest, when he promised that he would only take one more tree.
The Once-Ler
Combat
AC 19 · HP 310 · CR 20The Once-Ler
Spells
Actions
Reactions
Legendary Actions
- Role
- Legendary controller and industrial mastermind
- Built for
- Designed as a major challenge for a party of four or five 20th-level characters, especially with lair actions and supporting minions.
Gear
- Brasswood Cane (Magic weapon, Attuned; grants a +2 bonus to attack and damage rolls, included in the statblock.)An enchanted cane that channels force through its brasswood head.
- Master Contracts (Wondrous item, Priceless as evidence; no combat benefit beyond the creature's custom traits.)A sheaf of magically binding agreements, invoices, and patents.
- Enchanted Salesman's Coat (Wondrous item, Included in Armor Class.)A coat reinforced with layers of treated fiber and subtle protective enchantments.
Feats
Augmentations
Notes for the game master
Tactics
Opening
Begin from cover with a polished sales pitch. Use Fine Print against the most resolute-looking opponents, then have factory machinery and hired guards occupy the party.
Mid-fight
Use Contractual Hex against a dangerous spellcaster or ranged attacker. Use Thneedstorm to restrain clustered foes, then reposition behind machinery and bodyguards.
End of the fight
At low hit points, use Fine Print to frighten pursuers, then Thneedstorm to block routes and escape toward a prepared exit. If escape is impossible, offer a bargain that divides the party.
Retreat
The Once-Ler is a calculating survivor, not a martyr. If reduced below 50 hit points with no allies or escape route, he offers information, wealth, or a signed promise in exchange for his life.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A gaunt, impeccably dressed figure with a sharp nose, tired eyes, and a manicured mustache. His once-fine coat is patched with scraps of brightly colored fabric. He carries a brasswood cane and a stack of contracts bound in green ribbon. Even in a ruined factory, he gestures as though presenting a thriving enterprise.
Behavior
Charming, defensive, and relentlessly self-justifying. He treats threats as potential customers, describes damage as a temporary cost, and believes every crisis can be solved by scaling up production.
How it lives
The Once-Ler is a mortal opportunist, not a natural predator. His factories, agents, and contracts create a human-made ecosystem of dependence: workers need wages, towns need goods, and damaged lands lose the resources that once sustained them.
Lair
His mill complex is a maze of catwalks, conveyor belts, steam vents, and enormous looms. On initiative count 20 (losing initiative ties), he can cause one lair effect: a conveyor shifts creatures on it up to 20 feet; a steam vent fills a 15-foot-radius area with lightly obscuring steam until the next round; or a loom lashes a 20-foot line, forcing creatures there to make a DC 18 Dexterity saving throw or take 14 (4d6) bludgeoning damage and fall prone. He cannot use the same effect two rounds in a row.
- Habitat
- Industrial estates, deforested valleys, textile mills, company towns, and grand offices overlooking exploited land.
Signs that it is near
Tags
Lore
The Once-Ler began as a traveling seller with an ingenious product and a talent for persuasion. As demand grew, he expanded his operation, cutting down the groves that supplied his raw materials and dismissing warnings as obstacles to progress. He insists that the resulting ruin was an unfortunate side effect, not the purpose of his success. The name The Once-Ler is the title locals gave him after the last great harvest, when he promised that he would only take one more tree.
What drives it
Protect his wealth and legacy, convince others that his enterprise is still necessary, and secure fresh resources to restart production.
After the fight
If defeated, The Once-Ler's machines fall quiet, but their products and profits remain scattered through the region. Locals may argue over whether to destroy the stockpiles, sell them to fund restoration, or preserve them as evidence. If he survives, he is likely to return with a new patent, a hired army, and a revised version of the same promise.
“As demand grew, he expanded his operation, cutting down the groves that supplied his raw materials and dismissing warnings as obstacles to progress.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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