Phraenon
⚠️ PROTOCOL: BOUNDARY RESTRICTION
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History & Truths
Phraenon is a highly advanced magical creation that may be Athonu’s crowning achievement. Knowing that his days of seeking out treasures and knowledge were quickly approaching their end, he magically conjured an entity that could do it for him so that he could vicariously pursue his passions while still maintaining his vitality. Athonu spent many weeks perfecting the exact magical framework needed to allow his creation to act independently but within a precise directive. Once he was satisfied, he sacrificed one of his scales and imbued it with the astral essence of the well to call his homunculus into existence. He imprinted the creature with a number of spells, allowing it to carry out its tasks on its own but made sure it was disallowed from taking any hostile action.
While Athonu did maintain a subconscious link, Phraenon was no puppet. He was completely capable of acting on his own and learning from the world around him so long as he stayed within the parameters he was created with: “Preserve the memory of the world, acquire what was lost, and hide your truth.” As Phraenon interacted with the world and curated the vault’s collection, Athonu’s dreams were filled with the borrowed warmth of a world he could no longer touch.
Plot Hooks
Local Plot:
- Phraenon has been spending large sums of coin to buy out obscure historical artifacts and relics from local shops. A merchant [Culturally Appropriate Merchant Name], who has done business with him on several occasions, has grown highly suspicious of his bottomless funding and strange habits.
- The Trigger: While browsing or negotiating in a local curiosity or antiquity shop, the shopkeeper casually laments or brags about their “most bizarre, bottomless client” named Phraenon. They point out a massive haul of obscure historical items such as old pottery, faded maps, and non-magical relics that he recently purchased for an astronomical sum of gold.
- The Objective: If the players push for details, the merchant notes that Phraenon pays using gold coins that have been out of circulation for millennia. He also reveals that despite Phraenon’s claims of representing an anonymous lord, he carries hundreds of pounds of gold alone and often avoids the major trade roads, instead favoring the small footpaths into the woods toward the Spine mountains (The Airspire and The Stonespire). The party must carefully track his atypical route through the wilderness to uncover where he is transporting his collection.
Regional Plot:
- A criminal gang has noticed a lone, seemingly defenseless scholar carrying many artifacts through the region without any visible guards. While they have attempted to ambush him, he has managed to give them the slip every time. They’ve taken to keeping track of his travel patterns and escape methods to improve their odds.
- The Trigger: The party clears out a bandit hideout on Monsherba and intercepts a smuggler’s cache. Among the recovered loot, they find a heavy iron lockbox containing a private journal.
- The Objective: Upon examining the book, the party finds the bandit leader’s personal notes tracking a traveling scholar. The text reads: “Cornered the curator outside of K’utu. No weapons, no guards. But when my boys lunged, he didn’t even flinch. He just blinked out of thin air like a ghost. We have seen him traveling in the direction of Maslova and Zhaan as well. He always returns toward the same area, The Spires Basin.” A small crudely drawn map details his observed paths. The party must use these notes and the map to navigate the wilderness and find whatever lies at Phraenon’s destination.
Plot Progression
Local Plot:
- Timeline: Triggers upon first speaking with the antiquity merchant | Limit: 21 days after the trigger event.
- If Investigating Phraenon’s Trail: If the party attempts to follow or intercept Phraenon, they must succeed on three successive skill checks to overcome his unnatural efficiency:
- First Check (DC 13 Intelligence/Investigation): To follow his route, realizing there is a complete lack of camp sites and the bypassing of water sources.
- Second Check (DC 13 Wisdom/Survival): To find physical signs of his perfectly uniform footprints.
- Third Check (DC 13 Constitution/Athletics): To match his pace over a grueling multi-day trek, as his lack of sleep or exhaustion means he travels at a relentless speed through the night.
On a success, they catch up to him and can speak with him about his purchasing habits and to have a chance at uncovering more about his true nature (see the Investigation Table in the Roleplaying Guide). By demonstrating an active interest in preserving history rather than exploiting it, Phraenon will offer to buy historical oddities or artifacts at 120% market value.
- If Phraenon is Ignored: If the time limit expires and the party chooses not to take action on the lead, Phraenon finishes his collection protocols in the area undisturbed and the trail goes cold.
- If Phraenon is Robbed: His strict self-defense protocols trigger and he uses every ability at his disposal to permanently sever contact and vanish from the region. He will actively avoid and will no longer willingly speak with the party members that were present for the interaction.
Regional Plot:
- Timeline: Triggers upon discovering the bandit leader’s journal on Monsherba | Limit: 14 days after the initial discovery.
- If Navigating to the Destination: Should the party utilize the crude map to cross-reference his paths between K’utu, Maslova, and Zhaan, they successfully track Phraenon back to his destination before he changes his trade routes and locate the entrance to the vault within The Spires Basin. Should they confront Phraenon peacefully regarding what they know, he will offer them a single gold coin and explain that it grants the ability to communicate with him over long distances. When held against a magical object, the coin vibrates slightly and sends information about the item to Phraenon. He identifies the item for them within 1 hour, reveals its forgotten historical lore, and details its exact mechanical quirks, curses, or hidden properties.
- If the Timeline Expires: If the party chooses to ignore the information or fails to investigate the trail within the time limit, Phraenon moves on to other opportunities and the trail goes cold.
Phraenon
Armor Class 13 (Natural Armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Con +4, Wis +4, Cha +5
Skills Deception +7, Insight +6, Investigation +7, Perception +4, Persuasion +7, Sleight of Hand +4
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Elvish, Dwarvish
Challenge 4 (1,100 XP)
Draconic Essence. Phraenon is a construct formed from a gold dragon scale gifted by Athonu. Effects that specifically detect, target, or affect Dragons also affect him. He does not require air, food, drink, or sleep.
Expertise. Phraenon adds double his proficiency bonus to skill checks made with Deception, Investigation, and Persuasion (included in his statistics).
The Directive. Phraenon’s magical framework strictly forbids him from causing direct harm. He cannot take the Attack action, cast spells that deal damage, or force a hostile creature to make a damaging saving throw. If completely cornered, his only recourse is defense, evasion, or flight.
Directive Firewall. Phraenon has advantage on saving throws against being charmed or frightened. Furthermore, any creature that attempts to read his thoughts or manipulate his mind via magic automatically learns of his prime directive: “Preserve the memory of the world, acquire what was lost, and hide your truth.” Magic cannot force him to violate these parameters.
Cloaked Presence. Phraenon is under the continuous, permanent effects of the Nondetection spell. This effect is innate to his construction and cannot be dispelled, except within an antimagic field.
Magic Resistance. Phraenon has advantage on saving throws against spells and other magical effects.
Phraenon’s spellcasting ability is Charisma (spell save DC 13). He casts these spells innately, requiring no material components.
- At Will: Comprehend Languages, Disguise Self, Light, Message, Minor Illusion
- 3/day: Detect Magic, Identify, Locate Object, Tenser’s Floating Disk
- 1/day: Calm Emotions, Charm Person (cast at 3rd level), Gaseous Form, Invisibility, Mislead, Modify Memory, Tongues, Zone of Truth
De-escalate (3/Day). As an action, Phraenon targets one creature within 30 feet that can hear and understand him. He speaks a soothing truth or a perfectly calculated compromise. The target must make a DC 13 Wisdom saving throw. On a failure, the creature becomes indifferent toward Phraenon and his companions for 1 minute. This effect ends early if the target takes damage, or if it witnesses Phraenon or his allies taking a hostile action.
Fey Step (Recharge 5–6). Phraenon magically teleports as a bonus action up to 30 feet to an unoccupied space he can see.
Slip Into Shadow (1/Day). When Phraenon takes damage, he can use his reaction to immediately cast Invisibility without expending a daily use of the spell, and he can immediately move up to half his speed without provoking attacks of opportunity.
Roleplaying Guide
Appearance & Mannerisms
Appearance: In his true form, Phraenon is a featureless humanoid. In the middle of his chest is a single gold dragon scale. However, he is almost never seen this way. Through the use of Disguise Self, he can alter his appearance to blend in with the local populace. He typically takes the guise of “The Traveling Curator.” He prefers a generally nondescript, middle-aged person with gentle eyes, and a slightly stooped posture that suggests a lifetime spent hunching over heavy ledgers.
Attire: Phraenon favors the unassuming, practical clothing of a wealthy merchant or wandering scholar. He wears layered robes of soft linen, sturdy leather boots, and a pocketed traveling coat. Everything he wears is intentionally designed to blend into a crowd and avoid drawing a second glance.
The Satchel & Tools: Slung over his shoulder is a leather satchel containing ink vials, blank parchment, and various measuring tools. At his hip sits a completely ornamental dagger worn purely to complete the look of a defenseless civilian traveler.
Traits: His movements are remarkably fluid. He has a habit of lightly tracing his fingers along architecture, furniture, or interesting items in a room. He subtly catalogs object’s age, craftsmanship, and origin. He never blinks unless he remembers to do so.
A character can use one of the following checks or spells to assess Phraenon and try to probe into his identity:
| Check / Feature Type | Target / DC | Active Investigation Details |
|---|---|---|
| Wisdom (Perception) | Contested vs. Deception (+7) | The character notices that Phraenon is not breathing and he produces no condensation vapor when interacting in a cold environment. |
| Wisdom (Insight) | Contested vs. Deception (+7) | An active evaluation during an interaction reveals that Phraenon’s emotional responses, speaking cadence, and facial expressions feel calculated to project warmth instead of being natural. ADDITIONAL CLUEThe investigator also realizes that Phraenon never breaks eye contact, never twitches, and never naturally blinks during a conversation. |
| Intelligence (Investigation) | Contested vs. Deception (+7) | The character closely watches Phraenon’s interactions and finds that while he executes local customs and cultural gestures, he does so rigidly and unnaturally. |
| Physical Touch (No spell required) | DC 13 Investigation | A character uses their action to physically inspect, search, or make direct physical contact with Phraenon, revealing that his weight and density don’t make sense. His frame feels completely solid and unyielding, as if not made of flesh. REVELATIONThe merchant disguise becomes translucent where touched, revealing a smooth, featureless torso. |
| Detect Magic (Spell active) | Automatic (Expends Spell) | While Phraenon’s Nondetection is running, the caster detects no magical auras or schools of magic originating from him. Instead, the caster feels a strange sensation that the ambient magic is warping or bending away from the space Phraenon occupies. |
| Intelligence (Arcana) | DC 13 | A character actively studies Phraenon or scans the immediate room for magical anomalies. On a success, they pierce his physical disguise slightly to notice the ambient magic is warping or bending away from the space Phraenon occupies. They recognize this void as an artifact of warding magic and deduce that an effect like Nondetection is being actively maintained to hide Phraenon’s true identity. |
| Psychic Probing (Detect Thoughts / Telepathy) | Automatic Fail (Spell cast attempt) | If a caster attempts to probe into his mind, read his surface thoughts, or manipulate him with thought magic, the spell instantly fails to manipulate him due to his Directive Firewall. FEEDBACKThe caster’s mind is instantly slammed with a psychic broadcast of his directive: “PRESERVE THE MEMORY OF THE WORLD. ACQUIRE WHAT WAS LOST. HIDE YOUR TRUTH.” |
Character Roleplay
When Speaking: Speak in a warm, polite tone like a friendly, well traveled merchant. He never speaks with urgency, even in a crisis.
Courtesy: Since he’s unfamiliar with the actual cultures he infiltrates, he may fail to uphold the expected hospitality or customs of whatever culture he is currently presenting himself as. He treats everyone with the same level of patient respect. He uses comforting titles like “Esteemed traveler,” “Wise shopkeeper,” or “Honored patron.”
Reactions: If a conversation turns tense, aggressive, or violent, Phraenon does not mirror the emotion. He will step back, lower his hands in a calming gesture, and softly state his lack of hostile intent. If someone tries to grab or hit him, he doesn’t strike back. He simply uses his evasive actions to slip away, treating the physical assault not as an insult, but as a cue that negotiations have concluded.
