Daxis Ton, Warlock of Greed

Modified from Illusionist by SHininMysticice. Used under the CC BY-NC-SA 3.0: creativecommons.org/licenses/by-nc-sa/3.0/

Daxis Ton was born to a pair of struggling merchants in the Darrik Mercantile Row of Zel City. His parents were proud but poor, struggling under the heavy tax burden and depressed economy in the Kingdom of Sloth. Daxis inherited his parents’ pride, but he was never satisfied with their economic station. He always had a greedy streak. Thus, at a young age, he took to the Toscommon Slum and spent nearly all his time on the streets, living like a homeless urchin, though his parents yet lived. Before long, Daxis caught the eye of Hux O’Donnigal, head of the local criminal network in the Slum.

At first, Daxis tried to pay his parents’ increasing tax debt with his ill-gotten gains, but his parents would have none of it, for they knew from whence the money came. Daxis eventually stopped trying, and his parents were charged with failure to pay taxes and arrested. From this point on, Daxis began to nurse a secret hatred for all Dark Folk. Hux, considering Daxis to be the son he never had, saw to it that Daxis’ “obligation” to pay said taxes was conveniently forgotten. Eventually Daxis took over leadership of the criminal network when Hux was arrested by agents of Sloth. At that point, something begin to seem different about Daxis; his criminal underlings noted that he spent much time alone, and he seemed to be communing with someone or something behind closed doors. He also went on long trips to unknown destinations, and rumor had it that his traveling papers were issued by a different Deadly Lord than Sloth. While in Zel City, he began to direct the business of the organized crime network in two directions: to make as much money as possible, for his natural greed had only increased, and to clandestinely disrupt as much of the Lord of Sloth’s operations as possible. It was almost as if he were turning the criminal gang into a resistance cell. But for whom was he working?

Inevitably, the attentions of Sloth turned to Daxis, and though it took quite a while (as is typical for Sloth), eventually his troops tracked down the criminal network and destroyed it nearly to a man, with Kordakon the Mangler himself leading the attack on Daxis’ headquarters. During this fight, Daxis revealed that he was more powerful than anyone suspected, for he unleashed magic on the Mangler and even breathed fire on his oluks, incinerating them. He managed to escape, and over the next several days he led the half-ogre warlord and his oluk troops on a chase out of Zel City and into the countryside east of the capital. Finally, the Mangler trapped him in a blind canyon, and when the enigmatic human turned to face him, the half-ogre was confused and disturbed by the smile on his face. That’s when a dark shadow fell over the entirety of the oluk battalion, and hurricane force winds battered them to the ground. Something happened that had not happened in decades—the Lord of Greed himself had come forth from Wawmar and appeared in Zeland. Crushing, burning, and devouring Kordakon the Mangler’s troops, he scooped up Daxis in his mighty claw and winged his way north, ostensibly heading back to his own kingdom. The half-ogre, burned and bloody, was the only survivor of the appearance of Greed. He went back to report the escape of Daxis Ton to his master, the Lord of Sloth. Kardakon realized that Ton had done what no one had previously dared do: he had made a deadly pact with one of the Deadly Lords themselves and had taken on one of the great Sins as his patron. He had become the first Sin Pact Warlock.

As of 8170 F.R., the current whereabout of Daxis Ton are unknown, but he undoubtedly works somewhere in the occupied kingdoms to serve the interests of his patron, the Lord of Greed.

Daxis Ton is 5 feet 11 inches tall, with a lean yet athletic build. He is clean and very well dressed, spending his ample money on fine clothes. After having made his pact with Greed, he exudes power, and now his glare alone can silence a crowded room. He’s a man accustomed to getting his way, and he does not handle disappointment well. He’s relatively young, but has accomplished much—for better or worse—during his short time on the continent of Farland.


Daxis Ton

Medium humanoid (human), lawful evil



Armor Class 15 (studded leather)
Hit Points 72 (11d8 + 22)
Speed 30 ft.



STR  9 (-1)   DEX  17 (+3)   CON  14 (+2)   INT  14 (+2)   WIS  12 (+1)   CHR  18 (+4)



Saving Throws Dexterity +7, Wisdom +5, Charisma +8
Skills Arcana +6, Deception +8, Intimidation +8, Perception +5, Persuasion +8, Stealth +7
Senses passive Perception 15
Languages Kingdom Common, Dark Speech, Farlandish
Challenge 6 (2,300 XP)



Lucky. Once per day, Daxis may reroll one attack roll, skill check, or saving throw. He must take the second result.

Spellcasting: Daxis is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, friends, mage hand, minor illusion, true strike, vicious mockery
1st-5th level (3 5th-level slots): harm person, arcane lock, flaming sphere, dispel magic, fear, fireball, banishment, fire shield, wall of fire, hold monster, wall of stone

Actions



Dagger: Melee Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) slashing damage.

Painful Blast. Ranged Weapon Attack: +8 to hit, range 300 ft., one target. Hit: 15 (2d10+4) cold or force damage (Daxis' choice) and the target is pushed up to 10 feet away from Daxis in a straight line.

Fire Breath (recharge 4-6). Daxis exhales fire in a 15-foot cone. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Daxis then gains resistance to fire damage until the end of his next turn.

Steal Energy (recharge 6). A target that Daxis can see within 30 feet of him must succeed at a Charisma saving throw DC 16. If it fails, Daxis can choose to deal the target 4d6+10 necrotic damage, and he regains an equal number of hit points. Alternately, he can choose to cause the target to spend one spell slot of up to its highest level available. The spell slot is lost as if the target had cast the spell, although it does not actually cast the spell. Daxis regains a spell slot of the same level or lower.