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D&D Villain (plus adventure) - The Idiot

Updated: Apr 6, 2023




D&D Villain: The Idiot


We're going to give you a campaign centred around a core D&D villain every month, the first is one of our ultimate villain archetypes, the Idiot. Below is the Idiot's potted biography - we've made it open to interpretation and adaptation, and we've provided the outline of a campaign for you, that we'll flesh out over the next few posts. Also included at the Idiot's stats at two different power levels, the mortal Idiot that can present a significant but not indestructible challenge to the players, and the immortal idiot who can lay waste to cities.


The Story of the Idiot


The Idiot was born in the abyssal plane of Pandemonium, a dimension of pure chaos and madness. It was created by the ancient and malevolent god of chaos and trickery, who sought to spread chaos and destruction throughout the multiverse. The Idiot was originally one of many demons created for this purpose, but it quickly rose above its peers due to its unique abilities and personality.


The Idiot possesses a natural talent for deception and manipulation, able to blend in with mortals and demons alike. Its love of chaos and destruction was initially just a means to an end, a way to spread its god's influence across the multiverse. However, over time, the Idiot became obsessed with the thrill of causing chaos and destruction. It began to enjoy the suffering of others and took pleasure in causing pain and misery.


As the Idiot continued to wreak havoc across the multiverse, it began to take on the persona of a jester or fool. It found that this persona allowed it to get closer to those in power and manipulate them more easily. The cursed doll known as 'The Toy' was a gift from its god, imbued with a portion of the god's power. The Toy allows the Idiot to control the minds of those around it, making it even more dangerous.


Over time, the Idiot's obsession with chaos and destruction grew, and it became more and more unhinged. It began to delight in causing suffering for its own sake, rather than as a means to an end. Its ultimate goal is to create an endless cycle of destruction and chaos, a world where nothing is safe and everything is unpredictable.


As the PCs cross paths with the Idiot, they will quickly learn that it is a dangerous and unpredictable foe. It will stop at nothing to achieve its goals, and it will take pleasure in causing them pain and suffering. The Idiot's powers of deception and manipulation will make it a formidable opponent, and the PCs will need to be clever and resourceful if they hope to defeat it.


The Idiot did had its own fiefdom in Pandemonium. Its realm was called Enshava, or "The Court of Chaos" and was an ever-changing, surreal landscape of shifting colours and shapes, with no fixed structures or boundaries. The Court was home to a motley crew of demons, imps, and other chaotic beings, all of whom were subject to the whims and caprices of the Idiot.


The Court of Chaos was a place of absolute anarchy, with no rules or order, and even the most powerful demons dared not challenge the Idiot's authority. The Idiot's throne room was a constantly shifting maze of mirrors, where the demon would hold court and play twisted games with its subjects.


Exile


The Idiot's departure from Pandemonium was not entirely of its own accord. Its obsession with chaos and destruction had grown to such an extent that it began to threaten the stability of the abyssal plane itself.


The other demons and denizens of Pandemonium began to fear the Idiot's power and influence, and they conspired to banish it from their realm.


In a great battle, the Idiot fought against the other demons and their leaders, but it was eventually overpowered and banished to the material plane. This was not necessarily a punishment, as the other demons saw the Idiot's banishment as an opportunity to spread chaos and destruction to other worlds and dimensions.


Upon arriving in the material plane, the Idiot quickly realized that its powers were greatly enhanced in this realm. The abundance of life and consciousness provided it with a nearly limitless playground for its chaotic machinations.


The Idiot quickly found its way to the courts of powerful rulers, where it could amuse and manipulate those in power to serve its goals.


The Idiot's departure from Pandemonium was not a happy one, and it harbours a great deal of resentment toward the other demons who banished it. This resentment fuels its desire for chaos and destruction, as it seeks to prove to the other demons that it is more powerful and more deserving of respect than they could ever imagine.

While demons are typically associated with chaos and destruction, even they require a degree of order to maintain their existence and rule their dark fiefdoms. In the case of the Idiot, its obsession with chaos and destruction had grown so great that it began to threaten the stability of Pandemonium itself.


The abyssal plane of Pandemonium is a place of pure chaos, but even within that chaos, there are certain rules and structures that demons must abide by. Without some degree of order, the plane would become unstable and collapse in on itself, destroying all who inhabit it. Thus, even the most chaotic and destructive demons must find a balance between chaos and order in order to survive.


The Idiot's departure from Pandemonium serves as a cautionary tale for other demons who might become too obsessed with chaos and destruction. It shows that even the most powerful demons are subject to the laws of the universe and must abide by them if they hope to survive.


The Idiot's actions in the mortal world may draw the attention of other demons, who see it as a threat to the balance of power in the multiverse. While demons are not typically known for their alliances with mortals, they may be willing to work with heroes if it serves their own interests.


A demon who sees the Idiot as a common threat may be willing to provide information or resources to the heroes in exchange for their assistance in defeating the Idiot. This could create an interesting dynamic, as the heroes must decide whether to trust a demon who is traditionally their enemy.


Additionally, the heroes may need to be careful when working with demons, as they are notoriously unpredictable and may have their own hidden agenda. It will be up to the heroes to determine whether the demon's offer is genuine or if it is simply using them for its own purposes.


Ultimately, the heroes will need to decide whether to accept the demon's help or to face the Idiot on their own. The decision they make could have far-reaching consequences, both for themselves and for the multiverse as a whole.


One Shot Adventure


Title: The Idiot's Folly


Background: The Idiot, a demon jester from another dimension, has arrived in the prime material plane with a sinister plan to cause chaos and destruction. The player characters are the only ones who can stop him and save the world from his madness.


The Idiot's ultimate plan is to create a massive, catastrophic event that will throw the mortal world into complete disarray, potentially even triggering a world-ending cataclysm. The demon's plan is to unleash a powerful and ancient evil that has been sealed away for eons, buried deep beneath the earth in an ancient ruin that few even know exists. This evil is a powerful being known as the "Elder Evil," an entity so ancient and malevolent that its very existence threatens the stability of the multiverse.


The Idiot plans to release the Elder Evil from its prison, unleashing it upon the mortal world and setting in motion a chain of events that could ultimately lead to the destruction of all life. The demon knows that the release of the Elder Evil will cause widespread panic and chaos, and hopes to use this chaos to further its own goals and gain power over the mortal world.

The player characters must work to uncover the Idiot's plot and prevent the release of the Elder Evil.


They will need to journey deep into the ancient ruin where the evil is imprisoned, facing off against deadly traps, fierce monsters, and other dangers along the way. Once they reach the Elder Evil's chamber, they will face a final showdown with the Idiot, who will stop at nothing to prevent them from thwarting its plans and saving the world from destruction. It will be a perilous journey with no guarantees of success, but the fate of the world rests in their hands.


The Idiot's plan is to sow discord and unrest among the mortal kingdoms, turning them against each other and weakening their defenses. It will use its powers of persuasion and deception to manipulate powerful rulers and influential figures, convincing them to take actions that will ultimately lead to the release of the Elder Evil.


For example, the Idiot might persuade a powerful king to launch a preemptive strike against a neighboring kingdom, sparking a devastating war that spreads across the land. Or it might manipulate a group of adventurers into unwittingly unleashing a curse or ancient evil artifact that sets off a chain reaction of destruction and chaos.


The Idiot understands that chaos and destruction can be powerful tools in the right hands, and it plans to use these tools to achieve its ultimate goal: the release of the Elder Evil and the destruction of the mortal world.


Thalassia



The Idiot's plan to cause chaos and destruction across the prime material plane is a dangerous one. The demon has its sights set on manipulating the kingdoms and powerful rulers of the land, seeking to create the perfect conditions for the release of the Elder Evil. The villainous nature of the Idiot makes it a perfect big bad evil guy for any D&D campaign, as its charisma and cunning make it a formidable opponent for the player characters.


The Idiot's first target is the kingdom of Thalassia, a prosperous and peaceful land known for its skilled craftsmen and bountiful harvests. The demon sees Thalassia as the perfect place to start its plan, as the kingdom's wealth and influence could be used to spread chaos and destruction throughout the land. The Idiot will use its powers of persuasion and deception to turn the king of Thalassia against his own people, convincing him to take actions that will ultimately lead to the downfall of the kingdom.


From there, the Idiot will move on to other kingdoms, seeking to sow discord and unrest wherever it goes. The demon plans to walk a fine line between manipulation and outright violence, knowing that its ultimate goal requires the destruction of the mortal world. The Idiot understands that its actions will have consequences, but it is willing to risk everything to achieve its ultimate goal.


As the player characters embark on their quest to stop the Idiot, they will encounter many challenges and obstacles in the dragons universe. They may come across powerful allies and enemies alike, and will need to be resilient in their quests if they hope to emerge victorious. Along the way, they may encounter mind flayers, tavern owners, or even family members who have been caught up in the Idiot's plan.


The Idiot is a compelling villain, one who presents a new look at the idea of the big bad evil guy. Its motivations are complex and driven by a desire to achieve world domination through chaos and destruction. It is up to the player characters to stand up to this powerful foe, and ensure that the world of Dungeons & Dragons remains a good place, free from the influence of the Idiot and other fallen gods and demon lords.




Act 1:

  • The adventure begins with the player characters hearing rumors of a new villain causing trouble in a nearby town. They soon discover that the villain is the a mysterious travelling jester and story teller, who has ingratiated himself with the town's vain and foolish tavern owner.


  • The Idiot is causing havoc in the town, advising the local lord on disastrous courses of action and manipulating the townsfolk into chaos.


  • The player characters must investigate the Idiot's actions and figure out how to stop him.

Act 2:

  • The player characters discover that the Idiot is searching for a powerful artifact, the Black Mace, that will give him ultimate power and control over the world of (enter your Dungeons & Dragons world here).


  • The Idiot has allied himself with a group of mind flayers who are searching for the same artifact. The player characters must race against the mind flayers to find the Black Mace first.


  • Along the way, the player characters encounter a dark knight who is also searching for the Black Mace. The dark knight is a fallen god who is seeking redemption and wants to prevent the Idiot from using the artifact for his own nefarious purposes.


  • The player characters must navigate a complex web of alliances and betrayals as they search for the Black Mace.

Act 3:

  • The player characters finally reach the location of the Black Mace, but they are ambushed by the mind flayers and the Idiot himself.

  • In the final confrontation, the player characters must fight their way through waves of monsters, including a direct line of demon lords that the Idiot has summoned to aid him.

  • The player characters finally confront the Idiot in a final fight that will determine the fate of the world (enter your Dungeons & Dragons world here)..


Epilogue:

  • If the player characters defeat the Idiot, they are hailed as heroes and celebrated throughout the land. They have stopped the Idiot's plan for world domination and saved the world from destruction.


  • If the player characters fail, the world of (enter your Dungeons & Dragons world here). is plunged into chaos and darkness. The Idiot's plan for world burn has succeeded, and the player characters must live with the consequences of their failure. However, amidst the chaos there is still hope and there are many ways to undo the Idiot's chaos.

Notes:

  • This adventure is designed for players who are new to Dungeons & Dragons but can be adapted for more experienced players


  • The Idiot is a compelling villain who draws from medieval ideas of the jester and the fool, making him a memorable addition to any D&D campaign.


  • The adventure incorporates elements from popular D&D campaigns like Icewind Dale and references to memorable villains from the Monster Manual.


  • The adventure also incorporates elements from popular media like Stranger Things and the Marvel Cinematic Universe, making it a good example of how to create a new look and different story in the world of Dungeons & Dragons.


Idiot Stats


The Mortal Idiot

The Idiot, Demon Jester

Medium fiend (demon), chaotic evil

Armor Class 18 (natural armor)

Hit Points 180 (24d8 + 72)

Speed 40 ft., climb 40 ft.

Abilities Str 18 (+4), Dex 20 (+5), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Cha 20 (+5)

Skills Acrobatics +12, Deception +12, Insight +8, Performance +12, Persuasion +12, Sleight of Hand +10, Stealth +10

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Abyssal, Common, Infernal

Challenge 8 (3,900 XP)

Innate Spellcasting. The Idiot's innate spellcasting ability is Charisma (spell save DC 18). The Idiot can cast the following spells at will, requiring no material components:

  • dancing lights, minor illusion, prestidigitation

Magic Resistance. The Idiot has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Idiot's weapon attacks are magical.

Actions

Multiattack. The Idiot makes three attacks with its dagger.

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage plus 17 (5d6) psychic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be charmed by the Idiot for 1 hour. The charmed target is incapacitated and has a speed of 0.

Toxic Toys (Recharge 5-6). The Idiot pulls out The Toy, its cursed doll, and tosses it at a creature within 60 feet. The Toy detonates, dealing 28 (8d6) poison damage to the target and all creatures within 10 feet of it. The affected creatures must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a creature is also paralyzed.

Fool's Insight (1/Day). The Idiot targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or the Idiot learns the target's deepest fears, secrets, and desires. The Idiot can use this information to its advantage in future interactions with the target.


Legendary Actions

The Idiot 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. The Idiot regains spent legendary actions at the start of its turn.


Attack. The Idiot makes one dagger attack.


Demented Laughter (Costs 2 Actions). The Idiot unleashes a disturbing cackle, forcing one creature within 30 feet of it to make a DC 18 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Fool's Trick: As an action, the Idiot can pull out its cursed doll, The Toy, and offer it to a target within 30 feet. The target must make a Wisdom saving throw (DC 16) or become charmed by the Idiot for 1 minute. While charmed, the target will follow the Idiot's commands to the best of its ability and will see the Idiot as a harmless jester, even if it has witnessed the Idiot's true form. Additionally, the Idiot gains advantage on all Charisma checks made against the charmed target. If the target takes damage or witnesses the Idiot attacking its allies, the effect ends immediately. The Idiot can use this ability once per short or long rest.


The Immortal Idiot


The Idiot, Demon Jester (CR 20) Large fiend (demon), chaotic evil Armor Class: 21 (natural armor) Hit Points: 390 (40d10 + 160) Speed: 40 ft., fly 60 ft. STR 24 (+7), DEX 28 (+9), CON 18 (+4), INT 20 (+5), WIS 18 (+4), CHA 28 (+9) Skills: Deception +19, Insight +14, Intimidation +19, Performance +19 Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities: poison Condition Immunities: poisoned Senses: darkvision 120 ft., passive Perception 14 Languages: Abyssal, Common, Draconic, Infernal, telepathy 120 ft. Challenge: 20 (25,000 XP) Innate Spellcasting. The Idiot's spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). The Idiot can innately cast the following spells, requiring no material components:

  • At will: darkness, detect magic, mage hand, prestidigitation, vicious mockery

  • 3/day each: confusion, dominate monster, fly, invisibility, suggestion

  • 1/day each: feeblemind, power word stun, symbol (pain)

Magic Resistance. The Idiot has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Idiot makes three attacks: two with its jester's scepter and one with its bite. Jester's Scepter. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 22 (4d10) psychic damage. Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) piercing damage plus 11 (2d10) psychic damage. Fool's Trick. As an action, the Idiot can pull out its cursed doll, The Toy, and offer it to a target within 30 feet. The target must make a Wisdom saving throw (DC 25) or become charmed by the Idiot for 1 minute. While charmed, the target will follow the Idiot's commands to the best of its ability and will see the Idiot as a harmless jester, even if it has witnessed the Idiot's true form. Additionally, the Idiot gains advantage on all Charisma checks made against the charmed target. If the target takes damage or witnesses the Idiot attacking its allies, the effect ends immediately. The Idiot can use this ability once per short or long rest.

Legendary Actions The Idiot 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. The Idiot regains spent legendary actions at the start of its turn. Jester's Teleport. The Idiot magically teleports up to 60 feet to an unoccupied space it can see. Taunt (2 actions): The Idiot targets a creature it can see within 60 feet of it and attempts to provoke it. The target must make a Wisdom saving throw or be compelled to move as close to the Idiot as possible on its next turn and make a melee attack against it. If the target is unable to make a melee attack, it instead takes the Dash action to move as close as possible to the Idiot.

In addition, the Idiot gains temporary hit points equal to half the damage dealt by the attack, rounded down. If the target is immune to being charmed or frightened, it has advantage on the Wisdom saving throw.

This ability is designed to draw enemies closer to the Idiot, allowing it to manipulate and control the battlefield. The temporary hit points gained by the Idiot can help it stay in the fight longer, making it a more challenging opponent for the player characters to defeat. However, the saving throw and the immunity caveat help balance the ability and prevent it from becoming too powerful.

Fool's Gambit (2 actions): The Idiot selects a creature within 60 feet of it and forces them to make a Wisdom saving throw. On a failed save, the target is compelled to attack the nearest creature, even if it is a friendly or neutral target.

Puppet Master (3 actions): The Idiot can target up to three creatures within 60 feet of it that it can see. Those creatures must make a Wisdom saving throw or be charmed by the Idiot. The Idiot can issue commands to the charmed creatures as long as they remain within 1 mile of it.

Trickster's Teleport (2 actions): The Idiot teleports up to 60 feet to an unoccupied space it can see.


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