Innate Spellcasting. The Jerk's innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, Charm Person
2/day each: Counterspell, Suggestion, hypnotic pattern
1/day each: Dominate Person, Geas
Charming Appearance. Any humanoid that starts its turn within 15 feet of the jerk and can see the jerk must make a DC 12 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While Charmed in this way a creature treats the Jerk as a respected and upstanding individual of authority. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the jerk is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jerk's Charming Appearance for the next 24 hours.
The target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
Master Manipulator. When the jerk charms one or more creatures, it can alter one creature’s understanding so that it remains unaware of being charmed
Additionally, once before the spell expires, the jerk can use its action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw DC 12 or lose up to 1 hour of memory while being enchanted. The jerk can make the creature forget less time, and the amount of time can’t exceed the duration of the jerk's enchantment spell.
Feeding Off Manipulation. Bradford the Jerk of Manipulation Chaddwick feeds of coercion and manipulation. When he is within 30ft of someone who is charmed by him, he makes all saving throws and attacks with advantage and attacks against him cannot benefit from advantage.
Claws.(Jerk Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape. The jerk magically polymorphs into a Medium male humanoid, or back into his true form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.
Etherealness. The jerk magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the jerk must have a charmed person under his mental control.
Gaslighting (1/Day). While on the Ethereal Plane, the jerk magically touches a charmed humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has visions Bradford The Jerk of Manipulation chooses. If these visions last for at least 1 hour, the target is affected by the Modify Memory spell, making the save against the spell at disadvantage.
Not the Face! When a creature the jerk can see within 30 feet of him makes an attack roll against him, he can use his reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw DC 15. On a failed save, the attacker must target the creature that is closest to it, not including the jerk or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the jerk can’t use this feature on the attacker again until he finishes a long rest.
The Jerk must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
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