Small Humanoid (Gnome) (Wizard), unaligned Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Independent Hats. Roll initiative for The Man and each hat, see Legendary Actions. The Man may act on his own initiative and whichever initiative he is wearing the matching hat for. Legendary Resistance (3/Day). If The Man fails a saving throw, he can choose to succeed instead. Emergency Headwear. If The Man would be reduced to 0 hit points, his current hit point total instead resets to 195 as he manifests the Mask of the Dragon Queen, instantly becoming attuned to it, and he regains any expended uses of Legendary Resistance. The Mask grants him resistance to Acid, Cold, Fire, Lightning and Poison, doubles his Darkvision range, increases his Legendary Resistances to 5, and if he deals lightning damage to a creature it cannot use reactions until its next turn. This is a temporary item and disappears after 1 hour. Staff. Melee Weapon Attack: +10 to hit, versatile, one target. Hit: 7 (1d6 + 3) or 8 (1d8+3) bludgeoning damage. Spellcasting. The Man casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 21):
At will: creation (as an action), detect magic, dispel magic, fly, lightning bolt, mage hand, prestidigitation 2/day each: dimension door, greater invisibility, haste 1/day each: dominate monster, globe of invulnerability, meteor swarm (of hats) The Man can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Man regains spent legendary actions at the start of his turn. Change Hats. The Man quickly swaps his hat for a different one, changing abilities to match. Each of his four hats grant their own benefits. While wearing a hat, any damage that The Man would receive instead goes to the hat. If a hat is destroyed, any excess damage goes to The Man. Healing spells targeting The Man may instead heal any hat on his person. Wizard's Hat: This hat has 105 (30d6) HP. While wearing it, The Man's INT is increased to 26 and he can cast Shield at will. Horned Helm: This hat has 195 (30d12) HP. While wearing it, The Man's STR is increased to 26, his staff turns into a +3 Greatclub (+20 to hit, 1d8+11 bludgeoning damage), and he gains Extra Attack. Thief's Cowl: This hat has 135 (30d8) HP. While wearing it, The Man's DEX is increased to 26, his staff turns into a +3 Longbow, (+20 to hit, 1d8+11 piercing damage, 150/600ft range) that produces it's own ammunition, and he gains Cunning Action. Cleric's Mitre: This hat has 135 (30d8) HP. While wearing it, The Man's WIS is increased to 26 and he can cast Healing Word at will, using Wisdom for the spellcasting modifier (1d4+8 healing).
The Man of Many Hats
STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
18 (+4)
20 (+5)
14 (+2)
18 (+4)
Actions
Legendary Actions
Mythic Actions
If The Man's Emergency Headwear trait has activated in the last hour, he can use the options below as legendary actions.
Dunce Cap (2 Actions) The Man manifests a Dunce Cap on a target within 150 ft. The target is subjected to the Feeblemind spell, (DC 21), while wearing the cap. Removing it takes an action by a creature other than the target or any other effect that would end Feeblemind.
Mad as a Hatter (2 Actions) Toxic chemicals plume out from The Man. All creatures within 10 ft must make a Constitution Saving Throw, DC 21. This is a Poison effect. On a failure, a creature is subjected to Short-Term Madness until the end of The Man's next turn.
Lair Actions
On initiative count 20 (losing initiative ties), The Man can take a lair action to cause one of the following magical effects; The Man can't use the same effect two rounds in a row:
• A swarm of hats animates, as per animate object using tiny creatures. They last until another lair action is used.
• Needles and thread fly out to repair damaged hats. All damaged hats on The Man regain 4d6 HP, as long as they are not completely destroyed.
• Any creature wearing headwear must make a Strength Saving Throw, DC 21. If a creature fails, it's attacks are made with disadvantage and all attacks against it are made with advantage.