CR 6 – Humanoid – Corporate Tycoon
Tier 2 play
**Monster Name:** Corporate Tycoon
**Size, Type, Alignment:** Medium, Humanoid, Lawful Evil
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.
**Ability Scores:**
Strength 12 (+1),
Dexterity 14 (+2),
Constitution 16 (+3),
Intelligence 18 (+4),
Wisdom 10 (+0),
Charisma 20 (+5)
**Proficiencies:** Saving Throws: Constitution +6, Charisma +8
Skills: Persuasion +8, Insight +3, Deception +8
Damage Resistances: Psychic;
Damage Immunities: Poison;
Condition Immunities: Charmed, Frightened.
**Senses:** Darkvision 60 ft., Passive Perception 12
**Languages:** Common, Infernal
**Challenge Rating (CR):** 6
**Special Abilities:**
– **Manipulative Presence:** As an action, the Corporate Tycoon can charm up to three creatures within 30 feet, requiring a DC 16 Wisdom saving throw. Charmed targets see the Tycoon as a trusted ally for 1 minute or until harmed.
– **Corporate Sabotage:** Once per short rest, the Tycoon can impose disadvantage on one attack roll made against it, as it manipulates the environment to benefit itself.
**Actions:**
– **Multiattack:** The Corporate Tycoon makes two attacks with its Signature Sabotage Strikes.
– **Signature Sabotage Strike:** +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) psychic damage. On a hit, the target must succeed on a DC 16 Wisdom saving throw or be incapacitated until the end of their next turn, overwhelmed by visions of failure.
– **Market Crash (Recharge 5-6):** The Tycoon releases a wave of unstable energy in a 30-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. Affected creatures are also frightened until the end of their next turn.
**Description:** The Corporate Tycoon is a shrewd and calculating individual, often adorned in a perfectly tailored suit that exudes power. With a keen intellect for manipulation, this creature exploits the weaknesses of others to achieve their goals. Originating from a corrupt network of powerful elites, the Tycoon employs tactics that leverage both charm and intimidation. In combat, they prefer to stay behind their minions, using charm and psychological warfare to control the battlefield, ensuring their enemies are confused and divided. Their demeanor is calm and confident, often taunting opponents as they execute their cunning strategies.