I <3 Capitalism. The Agent of the Patriarchy are capable of twisting a creature's basic need for survival against them, turning them into a joyless cog in their machinations. Once per day, the Agent of the Patriarchy can cast Incite Greed at will.
Spellcasting. The Agent of the Patriarchy is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The Agent of the Patriarchy has the following wizard spells prepared:
Cantrips (at will): Minor Illusion
1st level (4 slots): Charm Person, Disguise Self, Distort Value
2nd level (3 slots): Calm Emotions, Phantasmal Force, Suggestion
3rd level (3 slots): Hypnotic Pattern, Major Image, Vampiric Touch
4th level (3 slots): Confusion
5th level (2 slots): Dominate Person
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Agent, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and buried in the ground rises as a fledgling Agent of the Patriarchy under the Patriarchy's control after 1d4 days.
Male Gaze (Recharge 5–6). The Agent targets one creature it can see within 30 feet of it, casting a powerful illusion over the target, causing them to appear as the most humiliating and dehumanizing version of themselves. The target must succeed on a DC 18 Wisdom saving throw against this illusion or be confused for the duration. A creature under the effect of this feature can attempt the saving throw again at the end of each of their turns. An adjacent ally within 5 feet can provide advantage to the target of this attack by grabbing the target and verbalizing the absurdity of the illusion to the target.
Description
Agents of the Patriarchy are members of a secretive and insular cult that consider themselves the arbiters of social standards, guided in their pursuit of perfection by a powerful entity that is known only as The Patriarch. Their focus on instigating a purified social order is so singular, that Agents of the Patriarchy don't even realize the creeping undeath that consumes them.
Agents of the Patriarchy crave power above all else, even the perception of power. In exercising their considerable strength, they squeeze the life out of any innocent souls sorry enough to be caught in their path. To them, this is the ultimate expression of power. In combat, they will utilize their Male Gaze ability to weaken and confuse their victims, before sinking their teeth in for a powerful bite attack. A capable spellcaster as well, Agents of the Patriarchy focus their arcane energy on bewitching their enemies with illusions and enchantments that inflate their own importance within the social order.
In truth, The Patriarch is a singular imp from one of the more milquetoast layers of the Nine Hells who created it as a means of corrupting innocent souls. This imp has gained tremendous power from the legion of followers its Agents have cultivated. However, it is incapable of actually claiming any of that power because it doesn't technically belong to the imp: it belongs to The Patriarch. And since the Patriarch doesn't actually exist, the latent energy created by its worship sits within the minds of its Agents, festering as they slowly go mad with an egomaniacal lust for power.
While Agents of the Patriarchy are admittedly incredibly dangerous, they are not without their weaknesses. Being undead creatures whose power is mostly derived from a petty and self-conscious devil, Agents of the Patriarchy prove to be shockingly weak-willed and thin-skinned. And despite possessing impressive arcane power, Agents of the Patriarchy develop a similar sensitivity to those of their false god. There are reports throughout the ages of Agents of the Patriarchy having been brought low in the heat of combat by a single well-aimed critique of their fragile egos.
Lair and Lair Actions
Agents of the Patriarchy will often seek out institutions of social structure, inserting themselves as a representative of that institution. A lair for an Agent of the Patriarchy need not meet certain physical requirements; rather, it must be a place that holds the potential for power. Anywhere that might lend itself to wielding power against women might be considered a suitable place for an Agent of the Patriarchy to lair. This could be a school, a courthouse, a religious temple, or a public office. Those who seek to root out Agents of the Patriarchy would do well to listen closely and carefully scrutinize an institution if they suspect an Agent of the Patriarchy of using it as a lair.
Lair Actions
On initiative count 20 (losing initiative ties), the Agent of the Patriarchy takes a lair action to cause one of the following effects; the Agent of the Patriarchy can’t use the same effect two rounds in a row:
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Glass Ceiling. The Agent of the Patriarchy casts wall of force on a horizontal plane approximately 4-5 feet off the ground, imposing difficult terrain on the area.
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Steal Credit. The Agent of the Patriarchy targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the Agent's Wisdom (Insight) check. If the Agent wins, it magically discerns an original thought or idea from the mind of the target, taking credit for the fact or secret as if it were their own original thought.
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Gaslight. The Agent of the Patriarchy casts modify memory on the last creature it hit with its bite attack, causing the target to immediately forget that they were even attacked. Instead, the target believes that whatever damage was inflicted by the bite attack had simply always been there.
Regional Effects
The region containing an Agent of the Patriarchy’s lair is warped by their presence, which often creates one or more of the following effects:
- There's a noticeable increase in poverty and crime. Humanoids appear haggard and aggressive toward strangers and outsiders.
- Women within the region of an Agent's lair often find themselves treated as second-class citizens, even those who have lived there all their lives.
- Plants within 1 mile of the lair wither, and their stems and branches become twisted and thorny.
- The air within 1 mile of the lair is thick with a powerful, masculine, Axe-like musk. As a result, any smell-based Perception checks are done at disadvantage.
- Dark clouds blot out the sky, and the area surrounding the lair is lightly obscured.
If the Agent of the Patriarchy dies, these effects fade after 4d10 days.
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