Medium
Humanoid
CR 8
Neutral Evil
Hakkim Veyl
Pactbound Shapeshifter
Hakkim Veyl is a tall, robed sorcerer whose eyes glitter like flint behind a hurricane of white beard. He moves like someone untroubled by flesh—one moment a wizened human in a moth-eaten robe, the next a hunched mastiff or a crowd of whispering shadows. His power is a barter: wound those who oppose him and he will pluck vitality from the blow, knitting flesh and summoning life in exchange for pain. In combat he lounges as if reciting a poem, then snaps the bargain and the battlefield's wounds rearrange themselves to his advantage, friends restored, foes hollowed out.
Armour
16
robes and magical wards
Hit points
150
20d8+60
Speed
30ft
Challenge
8
3,900 XP
STR
10
+0
DEX
14
+2
CON
16
+3
INT
16
+3
WIS
12
+1
CHA
18
+4
Saving throws
CON +6, CHA +7
Skills
Arcana +7, Deception +7, Stealth +5
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Infernal, understands Abyssal but rarely speaks it aloud
Shapechange (Action). Hakkim magically polymorphs into any Small or Medium humanoid or beast whose statistics he has seen. He retains his Intelligence, Wisdom, Charisma, and legendary features (if any), but otherwise assumes the target's statistics. This transformation lasts until Hakkim ends it as a bonus action or is reduced to 0 hit points.
Multiattack. Hakkim makes two attacks: one Eldritch Bolt and one Life Touch, or two Eldritch Bolts.
Eldritch Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d8+4) force damage.
Life Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8+4) necrotic damage. Hakkim regains hit points equal to half the necrotic damage dealt to the target.
Life Bargain (Recharge 5-6). Hakkim chooses up to three creatures of his choice that he can see within 30 feet. Each chosen creature must succeed on a DC 15 Constitution saving throw or take 21 (6d6) necrotic damage, and Hakkim gains temporary hit points equal to the total necrotic damage dealt this way. A creature that succeeds on the save takes half as much damage and grants Hakkim temporary hit points equal to half the damage dealt.
Vital Reflex. When Hakkim would take damage, he can use his reaction to divert up to half of that damage into himself as temporary hit points instead. Those temporary hit points last 1 minute.
Hakkim Veyl is said to have been a court conjurer who read the wrong ledger of debts and instead signed his name in a language older than coin. The bargain etched into that name lets him trade damage for life, but the exchange is rarely generous to those who stand against him. Stories tell of whole hamlets healed overnight only to lose their oldest children as payment; in other tales a single noble emerges unscarred from battle while his champion collapses an hour later, bones like spent candles. Scholars at the Observatorium of Ral-Serun debate whether Hakkim learned his art from a prescient archive beneath the city or from a desert cult called the Covenant of Scales; both sources have recorded encounters. The Order of Thin Silver, a group of revenant-hunters, keeps a dossier of Hakkim's known aliases and the odd sigils he leaves on doorways—marks that read like arithmetic rather than script. Hakkim prefers ruinous places and abandoned estates where the echoes of past lives provide currency for his exchanges; he fears nothing so much as a binding law he cannot read and a mirror that reflects intent rather than shape.
Full-body figure: a gaunt man standing just under 6 feet tall swathed in layered, long-fingered robes that hang in ragged, ink-dark folds. His beard is enormous and white, braided in thin cords and threaded with tiny iron beads; it almost hides his chest but parts around his weathered, angular face revealing pinprick dark eyes. His hands are long and ink-stained, with thin silver rings on several fingers, each ring engraved with tiny numerical sigils. He wears a tall, battered wizard's hat with a crescent slit; the hat's brim is frayed. The robe's hem is covered with stitched runes and small pockets containing bones, dried herbs, and a cracked crystal vial. When he shifts form, the beard seems to ripple independently of his face—sometimes extending into a curling mantle, sometimes condensing into a wolf's ruff. Textures: rough wool, patched leather, brittle bone, and the soft, porous fibrous texture of the beard. Scale: depicted next to a human figure of average height for comparison and standing alone on a plain white background; no extraneous props or backgrounds.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
More Humanoids
Zulrath Khatib
Zulrath Khatib is a robed, bearded warlock-mage who seems to wear a dozen faces like veils; he moves with the languid certainty of someone who has tried every life and found them all useful. On his…
Vexil Quor
Vexil Quor is a small, impossibly lithe predator of shadow and misdirection: a master thief whose sleight of hand is backed by genuine, dangerous sorcery. In combat Vexil slips through illusions and…
Grahnok
Grahnok is a hulking, disciplined orc veteran who moves with the calm brutality of a seasoned frontline commander. Clad in battered scale and a patched iron shield, he plants his spear like a pike…
Thesmor Varrin
Thesmor Varrin is a cold-eyed master of instantaneous movement whose presence warps space itself: he can appear in the center of a battlefield with a bloom of displaced air and vanish moments later…
Velmorthen
Velmorthen is a once-revered warder turned ruthless usurper: a pale, intense man who moves with the calm certainty of someone who can step out of sight and reappear at will. He defends the realm…
Marruk's Grin
A single creature-sized horror of motion and teeth, Marruk's Grin is a tightly knit warband of goblins that fights like a single thinking thing. They swarm, feint, and vanish in a puff of smoke and…
