Johann Adam Weishaupt — The Illuminator

Johann Adam Weishaupt, the Illuminator and Bavarian Illuminati grandmaster, in his candlelit secret study

The Illuminator · Founder of the Bavarian Illuminati · Master of Secrets

By candlelight in a shuttered chamber at Ingolstadt, Johann Adam Weishaupt teaches noble heirs how to question their masters. By midnight, his couriers are carrying sealed orders to the courts of the Empire. He seeks a world ruled by trained minds instead of hereditary privilege; the difficulty is that he believes only his own inner circle is fit to decide what truth the world may bear.

At a Glance

IdentityJohann Adam Weishaupt, called the Illuminator and, among his most trusted initiates, Spartacus.
Ancestry & AlignmentHuman; lawful evil. His principles are genuine, but he treats other people’s freedom as a price of his own design.
OfficeScholar of law, philosopher, architect of the Bavarian Illuminati.
Where to Find HimA study in Ingolstadt; secluded lodges around Bavaria; intermediaries in Munich.
What He WantsPlace the order’s pupils in posts of judgment, learning, finance and government; recover a stolen cipher archive.
ThreatA battle-ready arch-enchanter and formidable social adversary; 5.5e CR 16 / 5e CR 16 / PF1e CR 16 / 3.5e CR 16 (original conversions).
AppearanceTall, spare and precisely dressed, with alert blue eyes and a studied stillness. His portrait scarcely seems to age.
Signature MagicCompulsion, veiled movement, altered recollections, secret correspondence and psychic assault.

The Man Behind the Veil

Weishaupt speaks quietly, forces no one to raise a voice, and remembers every concession made in his presence. He treats a conversation as a succession of legal arguments. A visitor who brings evidence may earn a hearing; one who brings only deference receives a lesson.

He has bound his followers to a hierarchy of increasingly guarded knowledge. Young initiates are offered honest instruction and relief from corrupt patronage. Senior agents are taught that a carefully planted falsehood can protect a thousand lives. Only a handful know how far their founder has gone to preserve his youth, or what was promised to obtain his otherworldly sight.

Game Mechanics — Choose Your Edition

Each edition presents the same character in its own rules. These are original fantasy adaptations, not a historical person’s published game statistics. His personal Challenge Rating does not include bodyguards, lodge hazards or allied creatures.

Johann Adam Weishaupt — CR 16

Medium Humanoid (Human), Lawful Evil

Armor Class 19 (+2 breastplate concealed beneath robes, ring of protection)
Hit Points 300 (24d8 + 192)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)18 (+4)26 (+8)22 (+6)20 (+5)24 (+7)

Saving Throws Int +12, Wis +11, Cha +13 (ring included)
Skills Arcana +16, Deception +17, History +16, Insight +15, Investigation +16, Perception +10, Persuasion +17, Stealth +9
Resistances Psychic
Senses Truesight 30 ft. while wearing the Illuminator’s Lens, Darkvision 120 ft. while wearing the lens; Passive Perception 20
Languages German, Latin, French; Telepathy 120 ft. with a creature that understands a language
Challenge 16 (15,000 XP; PB +5)

Traits

Legendary Resistance (2/Day). When Weishaupt fails a saving throw, he can succeed instead.

Illuminated Mind. Weishaupt has Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Master Manipulator. Weishaupt has Advantage on Charisma (Deception) and Charisma (Persuasion) checks to establish an identity or bargain when he has at least 1 minute to speak to the creature. This does not make magic unnecessary or guarantee obedience.

Spellcasting. Charisma is his spellcasting ability (spell save DC 20, +12 to hit with spell attacks). He requires no material components for the following spells except costly components: At will: Disguise Self, Mage Hand, Message, Detect Thoughts; 3/day each: Suggestion, Counterspell, Dispel Magic, Hypnotic Pattern, Dimension Door; 1/day each: Dominate Person, Hold Monster, Modify Memory, Seeming. Spells use their normal casting times, ranges, durations, concentration and saving throws; he cannot maintain two Concentration spells at once.

Actions

Multiattack. Weishaupt makes two Arcane Edict attacks.

Arcane Edict. Ranged Spell Attack: +12 to hit, range 120 ft., one creature. Hit: 28 (4d10 + 6) Psychic damage. A target that takes this damage cannot make Opportunity Attacks until the start of Weishaupt’s next turn.

Gilded Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) Slashing damage, or 11 (1d10 + 6) if used with two hands.

Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) Piercing damage.

Enslave Mind (Recharge 5–6). One Humanoid within 60 ft. who can see or hear Weishaupt makes a DC 20 Wisdom save. On a failure, the target has the Charmed condition for up to 1 minute, and Weishaupt chooses its movement and one action on its turn (no self-harm). The target repeats the save at the end of each of its turns, ending the effect on a success. Weishaupt must have Concentration, as though on a spell, and can control only one target this way.

Enthralling Lecture (1/Day). Up to three creatures of Weishaupt’s choice within 60 ft. that can hear him make DC 20 Wisdom saves. A creature that fails has the Charmed and Incapacitated conditions until the end of its next turn. It can repeat the save when it takes damage, ending both conditions on a success.

Bonus Actions

Veiled Step (3/Day). Weishaupt teleports up to 30 ft. to an unoccupied space he can see.

Reactions

Warding Word (2/Day). When Weishaupt takes damage from an attack he can see, he reduces that damage by 20 and may move up to 10 ft. without provoking Opportunity Attacks.

Legendary Actions

Weishaupt has 3 Legendary Action uses, regaining them at the start of his turn. He can take one option at the end of another creature’s turn, spending the indicated uses.

Cloaked Shift (1 Use). Weishaupt moves up to half his Speed without provoking Opportunity Attacks.

Whispered Doubt (1 Use). One creature Weishaupt can see within 60 ft. makes a DC 20 Wisdom save, taking 14 (4d6) Psychic damage on a failure, or half on success.

Arcane Edict (2 Uses). Weishaupt makes one Arcane Edict attack.

The Illuminator’s Lodge — Optional Encounter Mechanics

Where These Rules Apply. Only the prepared underground lodge has these powers. Weishaupt cannot use them elsewhere or while unconscious. These original optional effects are not included in his personal CR 16.

Lodge Actions. On initiative count 20 (losing initiative ties), choose one effect. Do not repeat the same effect on consecutive rounds. The following wards have visible signs and counterplay.

Revealed Passage. A concealed door within 120 feet opens or closes. Visible clue: An amber flare runs around its frame. Counterplay: A creature beside the frame can use an action to jam its runes with a successful DC 18 Intelligence (Arcana) check; the door then operates normally until the next dawn.

False Shadow. A 20-foot-radius area within 90 feet becomes magical Darkness until initiative count 20 of the next round. Visible clue: Lantern flames turn blue before the gloom spreads. Counterplay: Dispel Magic (3rd-level effect) or leaving the affected area. Weishaupt’s lens grants Truesight through this magical Darkness only to its 30-foot range.

The Signal Bell. An alarm rings through the lodge. If guards are nearby, up to two arrive at an accessible entrance at the end of the following round. Visible clue: A narrow bell sounds behind the plaster. Counterplay: Cut the bellwire as an action with a DC 15 Dexterity check using thieves’ tools, or block their approach. These are existing guards, not summons, and count separately in the encounter budget.

Johann Adam Weishaupt — CR 16

Medium humanoid (human), lawful evil

Armor Class 19 (+2 breastplate, ring of protection)
Hit Points 300 (24d8 + 192)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)18 (+4)26 (+8)22 (+6)20 (+5)24 (+7)

Saving Throws Int +12, Wis +11, Cha +13
Skills Arcana +16, Deception +17, History +16, Insight +15, Investigation +16, Perception +10, Persuasion +17, Stealth +9
Damage Resistances psychic
Senses darkvision 120 ft. and truesight 30 ft. (lens only), passive Perception 20
Languages German, Latin, French; telepathy 120 ft.
Challenge 16 (15,000 XP)

Legendary Resistance (2/Day). When Weishaupt fails a saving throw, he can choose to succeed instead.

Illuminated Mind. Weishaupt has advantage on saving throws against being charmed or frightened.

Master Manipulator. Weishaupt has advantage on Deception and Persuasion checks when he can talk with a creature for 1 minute before making the check.

Innate Spellcasting. Weishaupt’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). At will: disguise self, mage hand, message, detect thoughts; 3/day each: suggestion, counterspell, dispel magic, hypnotic pattern, dimension door; 1/day each: dominate person, hold monster, modify memory, seeming. Casting times, concentration and spell components follow the 2014 rules; material components are waived unless costly.

Actions

Multiattack. Weishaupt makes two Arcane Edict attacks.

Arcane Edict. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 28 (4d10 + 6) psychic damage. The target can’t take opportunity attacks until the start of Weishaupt’s next turn.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) if used with two hands.

Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Enslave Mind (Recharge 5–6). One humanoid Weishaupt sees within 60 ft. makes a DC 20 Wisdom save or becomes charmed for up to 1 minute. During its turn Weishaupt dictates its movement and one action, but cannot force it to harm itself. It repeats its save at the end of each turn. The effect ends when Weishaupt loses concentration (as if concentrating on a spell). He may control only one creature this way.

Enthrall (1/Day). Up to three creatures he can see within 60 ft. that can hear him make DC 20 Wisdom saves or are charmed and incapacitated until the end of their next turns. A damaged target immediately repeats the save, ending both effects on a success.

Bonus Actions

Veiled Step (3/Day). Weishaupt teleports 30 ft. to a space he sees.

Reactions

Warding Word (2/Day). When hit by an attack he can see, Weishaupt reduces its damage by 20 and may move 10 ft. without provoking opportunity attacks.

Legendary Actions

Weishaupt has 3 legendary actions per round, used one at a time at the end of another creature’s turn; all uses refresh at the start of his turn. Cloaked Shift (1): Move up to half speed without opportunity attacks. Whispered Doubt (1): One creature within 60 ft. makes a DC 20 Wisdom save; 14 (4d6) psychic damage on failure, half on success. Arcane Edict (2): Make an Arcane Edict attack.

The Illuminator’s Lodge — Optional Encounter Mechanics

Where These Rules Apply. Only the prepared underground lodge has these powers. Weishaupt cannot use them elsewhere or while unconscious. These original optional effects are not included in his personal CR 16.

Lodge Actions. On initiative count 20 (losing initiative ties), choose one effect. Do not repeat the same effect on consecutive rounds. The following wards have visible signs and counterplay.

Revealed Passage. A concealed door within 120 feet opens or closes. Visible clue: An amber flare runs around its frame. Counterplay: A creature beside the frame can use an action to jam its runes with a successful DC 18 Intelligence (Arcana) check; the door then operates normally until the next dawn.

False Shadow. A 20-foot-radius area within 90 feet becomes magical Darkness until initiative count 20 of the next round. Visible clue: Lantern flames turn blue before the gloom spreads. Counterplay: Dispel Magic (3rd-level effect) or leaving the affected area. Weishaupt’s lens grants Truesight through this magical Darkness only to its 30-foot range.

The Signal Bell. An alarm rings through the lodge. If guards are nearby, up to two arrive at an accessible entrance at the end of the following round. Visible clue: A narrow bell sounds behind the plaster. Counterplay: Cut the bellwire as an action with a DC 15 Dexterity check using thieves’ tools, or block their approach. These are existing guards, not summons, and count separately in the encounter budget.

Johann Adam Weishaupt — CR 16 (Custom)

XP 76,800; human bard 17; LE Medium humanoid (human)

Init +4; Senses darkvision 120 ft., see invisibility and true seeing 30 ft. while wearing his lens; Perception +23

Defence

AC 23, touch 16, flat-footed 19 (+4 Dex, +6 armor, +2 deflection, +1 natural)
hp 145 (17d8 + 68)
Fort +11, Ref +16, Will +15 (cloak of resistance +2 included)
Defensive Abilities +2 morale bonus on saves against charm and fear effects; psychic resistance in fifth edition does not translate into automatic energy resistance here.

Offence

Speed 30 ft.
Melee +1 rapier +17/+12/+7 (1d6+2/18–20)
Special Attacks Bardic performance 43 rounds/day, inspire courage +4; enthrallment (see below)

Statistics

Str 12, Dex 18, Con 18, Int 22, Wis 16, Cha 24
Base Atk +12; CMB +13; CMD 27
Feats Combat Casting, Deceitful, Greater Spell Focus (enchantment), Improved Initiative, Persuasive, Skill Focus (Diplomacy), Spell Focus (enchantment), Weapon Finesse, Leadership
Skills Bluff +27, Diplomacy +27, Knowledge (arcana) +26, Knowledge (nobility) +26, Linguistics +20, Perception +23, Perform (oratory) +27, Sense Motive +23, Use Magic Device +27 (representative trained skills)
Languages German, Latin, French, plus additional learned languages.

Spellcasting

Bard Spells Known (CL 17th; concentration +24; save DC 17 + spell level, DC 19 + spell level for enchantments from Spell Focus feats): 6th—mass suggestion, irresistible dance; 5th—dominate person, mind fog, seeming; 4th—modify memory, greater invisibility, dimension door; 3rd—glibness, dispel magic, fear; 2nd—detect thoughts, suggestion, invisibility; 1st—charm person, disguise self, comprehend languages; 0th—message, detect magic, ghost sound, mage hand. Use normal bard spells per day, components, range and resistance rules; this is a selected known-spell list, not an extra set of free uses.

Enthralling Oratory (Su, 1/day). As a standard action, Weishaupt begins a bardic performance. Up to three creatures that can hear and understand him within 60 ft. attempt a DC 25 Will save; those that fail are fascinated while he performs, for up to 3 rounds. This is a language-dependent, mind-affecting compulsion, uses normal limitations on fascinate and consumes bardic performance rounds. Damage or obvious danger ends the effect as normal.

Grandmaster’s Orders. Illuminati allies serve through prior planning and communication, not spontaneous summoning. Add their own CRs to encounters.

Gear +2 mithral chain shirt, +1 rapier, ring of protection +2, cloak of resistance +2, amulet of natural armor +1, Illuminator’s Lens (unique artifact; see equipment), annotated cipher books and encoded seals.

The Illuminator’s Lodge — Optional Encounter Mechanics

Where These Rules Apply. These original optional hazards are present only in Weishaupt’s prepared lodge. They do not grant him free turns or raise his personal CR 16; include the trap and guard CRs separately when balancing the encounter.

Revealed Passage (mechanical trap). A concealed runic mechanism opens or closes the door when activated. Clue: Amber light traces the frame. Detection: Perception DC 25. Disable: Disable Device DC 25 as a full-round action. A disabled door can be opened normally.

False Shadow (magical trap). The ward creates deeper darkness (caster level 10) across a 20-foot-radius area until deactivated. Clue: Nearby flames burn blue. Detection: Perception DC 25 or detect magic. Disable: Disable Device DC 25 or dispel magic against caster level 10. Apply normal Pathfinder rules for darkness, darkvision and true seeing.

The Signal Bell (mundane alarm). A hidden wire activates a lodge bell. Clue: A faint metallic thread crosses the threshold. Detection: Perception DC 20. Disable: Disable Device DC 20. If guards remain, two reach the room in 1 round by an accessible route. The guards are not summons.

Johann Adam Weishaupt — CR 16

Male human bard 16; LE Medium humanoid (human)

Initiative +8; Senses Darkvision 120 ft., true seeing 30 ft. (lens only); Listen +22, Spot +22
Languages German, Latin, French and other learned tongues.

Defence

AC 22, touch 16, flat-footed 18 (+4 Dex, +6 armor, +2 deflection)
hp 120 (16d6 + 64)
Fort +10, Ref +15, Will +14 (cloak of resistance +1 included)

Offence

Speed 30 ft.
Melee +1 rapier +17/+12/+7 (1d6+2/18–20)
Base Attack +12; Grapple +13
Special Attacks Bardic music 16/day; inspire courage +3; suggestion as bard music after fascinate when prerequisites are met.

Statistics

Str 12, Dex 18, Con 18, Int 22, Wis 16, Cha 24
Feats Combat Casting, Improved Initiative, Leadership, Persuasive, Skill Focus (Diplomacy), Spell Focus (enchantment), Greater Spell Focus (enchantment), Weapon Finesse (includes human bonus feat and any bonus feat granted by local rules only when eligible).
Skills Bluff +26, Diplomacy +29, Knowledge (arcana) +25, Knowledge (nobility) +25, Listen +22, Perform (oratory) +26, Sense Motive +22, Spellcraft +25, Spot +22, Use Magic Device +26 (representative modifiers).

Spells Known

CL 16th; save DC 17 + spell level (DC 19 + spell level for Enchantment from Spell Focus and Greater Spell Focus). 6th: mass suggestion, Otto’s irresistible dance; 5th: dominate person, mind fog, seeming; 4th: modify memory, greater invisibility, dimension door; 3rd: glibness, dispel magic, fear; 2nd: detect thoughts, suggestion, invisibility; 1st: charm person, disguise self, comprehend languages; 0: message, detect magic, ghost sound, mage hand. Apply bard spells/day, spell resistance and the full conditions in the 3.5e rules; the list is representative known spells, not bonus spells per day.

Enthralling Oratory (Su, 1/day). Weishaupt may use a bardic music attempt to begin a specialised fascinate performance against at most three creatures within 60 ft. that can hear him. Each makes a DC 25 Will save; a failure makes it fascinated for up to 3 rounds, subject to the normal interruption conditions. This is a language-dependent, mind-affecting compulsion, not domination.

Equipment +2 mithral chain shirt, +1 rapier, ring of protection +2, cloak of resistance +1, Illuminator’s Lens (unique relic), cipher letters and a concealed hand crossbow. Allies and trap encounters are separate from his personal CR.

The Illuminator’s Lodge — Optional Encounter Mechanics

Where These Rules Apply. These original optional hazards exist only in Weishaupt’s prepared lodge. They provide neither free extra actions nor automatic allies in his personal CR 16; count the traps and guards separately.

Revealed Passage (mechanical trap). A concealed runic door opens or closes on a pre-set trigger. Clue: An amber flare outlines the frame. Detection: Search DC 25. Disable: Disable Device DC 25. Once disabled the door works as an ordinary concealed entrance.

False Shadow (magical trap). A fixed ward produces deeper darkness (caster level 10) in a 20-foot-radius area until deactivated. Clue: Lantern flames briefly turn blue. Detection: Search DC 25 or detect magic. Disable: Disable Device DC 25 (with trapfinding) or dispel magic against caster level 10. Use standard 3.5e darkness and true seeing rules.

The Signal Bell (mundane alarm). A nearly invisible bellwire summons no creatures; it merely alerts any guards already present in the complex. Detection: Search DC 20. Disable: Disable Device DC 20. Up to two guards arrive in 1 round if a route is open.

What Is Weishaupt Doing Now?

Three stolen pages from the Inner Circle’s cipher archive have surfaced in Munich. They name a judge, a tax official and a scholar who entered the order under false identities. Weishaupt has offered a substantial reward for the pages’ return, while ordering his lieutenants to find out which of the three men betrayed him. He does not yet know that the pages were copied before they were taken.

At the same time, he has begun selecting a successor. Each Warden of the Fifth Flame thinks the appointment is certain; none has been told that the appointment is another test. The resulting rivalry threatens the secrecy of the Bavarian Illuminati far more than any public accusation.

First Meeting

He receives the adventurers in a library without visible guards. The tea is genuine; the questions are traps. He asks who sent them, allows an honest answer to win a concession, and offers one piece of useful intelligence in exchange for retrieving an unremarkable ledger from a magistrate’s office. He has no intention of allowing the ledger’s last page to be read.

Personality, Relationships and Secrets

  • Voice: Calm, exacting, courteous when contradicted intelligently.
  • Ideal: A state can be repaired by educating its rulers. The fault lies in who gets to choose them.
  • Bond: His inner circle and the fragile secrecy of the order he founded.
  • Flaw: He cannot imagine a trustworthy system in which he has no power.
  • Public ally: Reforming scholars who believe the order is a debating society.
  • Private ally: The Magisters who operate lodges, archives and networks of couriers.
  • Enemies: Rival occult collectors, frightened princes, disillusioned initiates and judges willing to expose his methods.
  • Secret: The longevity granted by the Illuminator’s Lens carries an accumulating debt. Weishaupt has concealed the price even from his Wardens.

Negotiating with Him

Evidence works better than threats. A character who identifies an actual leak can demand one safe passage, an introduction or a single piece of intelligence. A character demanding his unqualified surrender gains only a polite invitation to leave. If confronted with proof of the Lens’s cost, he offers a private meeting and prepares a counteroffer before preparing a blade.

Encounters and Adventure Hooks

The Ledger Without a Last Page

Lead. A clerk hires the party to recover a ledger stolen by masked couriers. Obstacle. Its final page names a magistrate, but the earlier pages prove the magistrate has been framed. Choice. Deliver it to Weishaupt for protection and payment, expose both factions, or save the clerk from being made the next scapegoat.

The Fifth Seat

Lead. Two Wardens ask the party to verify a sealed succession document. Obstacle. Both copies are authentic; Weishaupt deliberately issued contradictory instructions. Choice. Force a reckoning within the Illuminati, profit from the rivalry or persuade the Wardens to investigate their master.

The Memory That Wasn’t There

Lead. A diplomat remembers granting the order access to an imperial vault, though the seal in the archive shows no such decree. Obstacle. Modify Memory can alter testimony, not external evidence. Choice. Restore the diplomat’s recollection, find the original document or exploit the contradictory accounts before Weishaupt does.

Meeting the Grandmaster in Combat

He opens with deception and a negotiated retreat. If cornered, he uses Hypnotic Pattern or Hold Monster to split opponents, follows with Arcane Edict and Veiled Step, and saves his reaction for the most dangerous attacker. If badly hurt, he offers proof of a greater threat rather than fight to the death. A single party should not face him, his senior Wardens and all three lodge hazards without a separately balanced encounter budget.

Equipment, Relics and Rewards

The Illuminator’s Lens. A unique enchanted lens worn as a ring-mounted monocle. In fifth edition it grants Darkvision to 120 ft. and Truesight to 30 ft. only while worn; removed or suppressed, those senses disappear. In PF1e/3.5e it grants Darkvision and a short-ranged true seeing effect as a unique major magic item. The Lens also prolongs its bearer’s life but exacts an unnamed obligation. It has no assigned resale price: recovering it should be a story event, not ordinary treasure.

Defences. An enchanted breastplate beneath scholarly robes, a ring of protection and, in older-edition conversions, an enchanted mithral shirt and protective cloak.

Personal effects. Fine dark clothing, coded correspondence, a seal bearing a flame-ringed eye, quills and inks, a cipher wheel, spectacles, a keyed archive case, a pocket watch, a gilded longsword, a hand crossbow, coins and a securely stoppered poison vial. None of the mundane items secretly grants an extra attack or spell.

The Illuminator in History and Legend

The early Illuminati came together as a fraternity of readers, jurists and dissatisfied courtiers. Weishaupt promised that learning could loosen the grasp of corrupt lords. As the order grew, he introduced degrees of initiation, coded names and compartmentalised commands to protect its members. A founder who once feared arbitrary power now exercises it in private.

He is said to have worked for decades without seeming to age. Some credit alchemy or astrological rites; others suspect the peculiar golden Lens he never permits an apprentice to handle. Even the most devoted followers disagree about whether he genuinely wants to liberate Bavaria, or has grown addicted to being the one who decides its future.

Sources and Licensing

This is an original fantasy adaptation of a historical name and society. The historical Johann Adam Weishaupt (1748–1830) founded the Bavarian Illuminati at Ingolstadt in 1776; the order’s foundation around 1410 in this campaign, his magical longevity and all game statistics are fiction. For the historical chronology see Ludwig Maximilian University of Munich and the House of Bavarian History.

Historical Research and Primary Sources

The fifth-edition rules adaptations use terminology compatible with the 2024 SRD 5.2.1 and 2014 SRD 5.1, available under Creative Commons Attribution 4.0; Pathfinder 1e and D&D 3.5e adaptations reference their respective Open Game Content under OGL 1.0a. All custom powers, equipment and lodge features on this page are original, not official stat blocks. The hero illustration was created for this fantasy entry; previous portraits are no longer displayed.

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