Dr. Fu Manchu, “The Devil Doctor”
“Imagine a person, tall, lean and feline, a close-shaven skull, and long, magnetic eyes of the true cat-green. Invest him with all the cruel cunning of an entire race, accumulated in one giant intellect, with all the resources of science past and present, with all the resources, if you will, of a wealthy government — which, however, already has denied all knowledge of his existence. Imagine that awful being, and you have a mental picture of Doctor Fu Manchu…”
- Alias – Fu Manchu, Dr. Fu Manchu, The Devil Doctor
- Gender – Male
- Race – Chinese
- Occupation – Master criminal, head of the Si-Fan secret society, assassin, genius inventor, and scientist
- Religion – Unknown
- Allies – The Si-Fan, members of the global underworld, loyal henchmen
- Enemies – Western world, law enforcement agencies, opponents of the Si-Fan, and those who stand in the way of his quest for world domination
- Abode/Base of operations – A secret underground lair in the heart of London or the mountains of Asia, which houses his laboratory, torture chamber, and a vast library of forbidden knowledge
- Nationality – Chinese
- Languages – Chinese, English, and several other languages of the world
- Alignment – Lawful Evil
- Affiliation (s) – The Si-Fan, various criminal organizations around the world, and a network of highly-skilled assassins
- Significant others – Unknown, though he has a daughter named Fah Lo Suee who sometimes assists him in his schemes
Fu Manchu’s name is a title of honor that means “the Warlike Manchu,” and he is a brilliant mastermind who was a member of the Imperial family but backed the losing side in a rebellion. He was forced to flee into exile, but his skills were soon noticed by the Si-Fan, a dreaded secret society that employed him as an assassin on various missions. Fu Manchu’s exceptional talents enabled him to rise quickly through the ranks and become the leader of the organization.
An Asian man with piercing eyes and a sharp, hawk-like nose, Fu Manchu is described as a genius and a master of disguise, able to blend in seamlessly with any culture or social group. He has vast knowledge of poisons, torture methods, and other nefarious means to achieve his objectives. His ultimate goal is to establish himself as the supreme ruler and gain control over the world. He is motivated by a deep-seated desire for revenge against the Western world, which he believes has wronged him and his people.
Despite his sinister intentions, Fu Manchu is a complex and intriguing character. He is a brilliant strategist and has an unwavering belief in his own abilities. He is also a man of great courage and determination, willing to take great risks to achieve his goals.
One of his most significant achievements is the development of the elixir vitae, a formula that he spent decades perfecting. This potion has extended his already considerable lifespan, enabling him to continue his quest for power and control over the world.
Although Fu Manchu is an aggressive figure, he has a particular disdain for guns and explosives, preferring instead to use poisons – either manufactured or from natural sources – and other ancient, silent forms of murder. The Si-Fan initially sought to control the international opium market, but under Fu Manchu’s leadership, the group began to intervene more broadly in world politics while also funding itself through more ordinary forms of crime.
Fu Manchu is an Asian man with piercing eyes and a sharp, hawk-like nose. He has a slender build and stands at an average height. He is often dressed in traditional Asian garments, and his hair is typically worn long and styled in a topknot. His physical appearance exudes an air of intelligence and intimidation, and his presence commands respect and attention.
Fu Manchu is a fascinating and unforgettable character whose actions and motivations are never entirely predictable. Throughout his various incarnations, he has been portrayed as both a hero and a villain, depending on the interpretation of the storyteller. His legacy continues to captivate audiences to this day.
FU MANCHU, MASTER OF THE SHADOW CRIMINAL EMPIRE
Medium humanoid (human), lawful evil
Armor Class: 18 (studded leather) Hit Points: 195 (23d8 + 92) Speed: 30 ft.
|15 (+2)||20 (+5)||18 (+4)||22 (+6)||20 (+5)||24 (+7)|
Saving Throws: Int +13, Wis +12, Cha +14 Skills: Arcana +13, Deception +14, Insight +12, Intimidation +14, Investigation +13, Perception +12, Persuasion +14, Sleight of Hand +12, Stealth +12 Senses: passive Perception 22 Languages: Common, Infernal, any three others Challenge: 17 (18,000 XP)
Legendary Resistance (3/day). If Fu Manchu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Fu Manchu has advantage on saving throws against spells and other magical effects.
Shadow Step. As a bonus action, Fu Manchu can teleport up to 60 feet to an unoccupied space he can see that is in dim light or darkness.
Spellcasting. Fu Manchu is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Fu Manchu has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, message, prestidigitation
- 1st level (4 slots): detect magic, identify, mage armor, magic missile
- 2nd level (3 slots): detect thoughts, invisibility, mirror image
- 3rd level (3 slots): counterspell, dispel magic, fireball
- 4th level (3 slots): greater invisibility, stoneskin
- 5th level (3 slots): dominate person, hold monster
- 6th level (1 slot): chain lightning, true seeing
- 7th level (1 slot): finger of death, plane shift
- 8th level (1 slot): power word stun
- 9th level (1 slot): power word kill
Multiattack. Fu Manchu can use his action to make two melee attacks or two ranged attacks.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.
Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage, and the target must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fu Manchu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fu Manchu regains spent legendary actions at the start of his turn.
Move. Fu Manchu moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Fu Manchu makes one unarmed strike
Call to Arms (Costs 2 Actions). Fu Manchu uses his innate telepathy to issue a mental command to one humanoid he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become charmed by Fu Manchu and follow his commands for 1 hour or until Fu Manchu releases the charm (no action required).
Cunning Action (Costs 3 Actions). Fu Manchu takes the Dash, Disengage, or Hide action.
Studded leather armor, Wand of Fireballs, Ring of Mind Shielding, Cloak of Displacement, a vial of poison, a dagger, and 100 gold pieces.
LEGENDARY LAIR ACTIONS
On initiative count 20 (losing initiative ties), Fu Manchu can take a lair action to cause one of the following effects:
- Fu Manchu summons 1d4 shadowy clones of himself. These clones can move and take actions on their own, and they disappear after 1 minute or when they are reduced to 0 hit points.
- Fu Manchu creates an area of magical darkness within 60 feet of him that lasts until initiative count 20 on the next round.
- Fu Manchu conjures a swarm of poisonous snakes that fills a 20-foot radius sphere centered on a point he can see within 120 feet of him. Each creature in the area must make a DC 21 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Fu Manchu, the Master of the Shadow Criminal Empire, is a fearsome adversary to any party of adventurers who dare to cross his path. With his vast knowledge of magic and manipulation, he can charm or control those around him, and his shadowy clones can be a deadly threat. His lair is a place of darkness and danger, where poison and snakes lurk around every corner. Only the bravest and most cunning of adventurers will be able to defeat this notorious villain.
FU MANCHU (AS A RAKSHASA) CR 12 (XP 19,200)
In his natural form this figures backward-bending fingers and its bestial, snarling visage leave little doubt as to its fiendish nature.
LE Large outsider (native)
Init +8; Senses darkvision 60 ft., detect thoughts, low-light vision; Perception +20
AC 28, touch 18, flat-footed 20 (+8 Dex, +1 dodge, +10 natural, -1 size) hp 157 (15d10+75) Fort +12, Ref +17, Will +14; +4 vs. mind-affecting effects
Speed 40 ft., fly 60 ft. (good) Melee claw +21 (2d6+8 plus bleed), bite +21 (2d8+8 plus poison) Space 10 ft.; Reach 10 ft. Special Attacks hypnotic gaze, spell-like abilities, sneak attack +6d6, bleed (2d6)
Spell-Like Abilities (CL 12th)
At will—detect thoughts (DC 21), dimension door, dominate person (DC 23), invisibility, major image (DC 20), suggestion (DC 21) 1/day—gaseous form, phantasmal killer (DC 23)
Str 26, Dex 27, Con 21, Int 20, Wis 18, Cha 26 Base Atk +15; CMB +25; CMD 44 Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Skill Focus (Bluff), Spring Attack, Weapon Finesse Skills Acrobatics +25, Bluff +34, Diplomacy +24, Intimidate +24, Knowledge (arcana) +23, Perception +20, Sense Motive +20, Spellcraft +23, Stealth +25 Languages Common, Infernal, Rakshasa SQ change shape (humanoid form), regeneration 10 (good or silver weapons and spells with the good descriptor)
HYPNOTIC GAZE (SU) As a standard action, Fu Manchu can target one creature within 30 feet with his hypnotic gaze. The target must succeed on a DC 24 Will save or become fascinated for as long as Fu Manchu maintains the gaze (up to a maximum of 1 round per hit die). While fascinated, the target takes a -4 penalty on all skill checks made as reactions, such as Perception checks.
Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fu Manchu can also use his hypnotic gaze to suggest a course of action to a fascinated creature, as per the suggestion spell.
POISON (EX) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Con and 1d4 Wis; cure 2 consecutive saves.
Environment any land
Organization solitary or pair
- This is a modified version of a Rakshasa’s stat block, with abilities and characteristics tailored to Fu Manchu’s character.
- Fu Manchu’s CR has been increased to 12 by improving his combat abilities, adding a bleed effect, and increasing the DCs of his abilities.
- His hypnotic gaze ability has been added to reflect his mesmerizing personality and his tendency to use mental manipulation to achieve his goals.
- His spell-like abilities have been chosen to reflect his skills in deception and manipulation, including the ability to detect thoughts, dominate people, and create illusions.
- His poison has been improved to reflect his deadly nature and the danger he poses to those who oppose him. In addition to his Rakshasa abilities, Fu Manchu has also been given skills and feats that reflect his intelligence, agility, and combat prowess.
- His change shape ability allows him to take on the appearance of a humanoid, which he often uses to blend in with society and avoid suspicion. Overall, this version of Fu Manchu is a deadly and cunning adversary, with a variety of abilities that allow him to manipulate, deceive, and eliminate his enemies with ease.