Hecate the Tiefling, Ironhand Slumlord
Medium humanoid (Tiefling), lawful evil
Armor Class 14 (mage armor)
Hit Points 95 (17d8 + 17)
Speed 30 ft.
STR 9 (−1)
DEX 14 (+2)
CON 12 (+1)
INT 13 (+1)
WIS 12 (+1)
CHA 18 (+4)
Saving Throws Con +4, Cha +7
Skills Deception +7, Insight +4, Intimidation +7, Persuasion +7
Damage Resistances fire
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Tyrant of the Tenements.
Hecate has advantage on Charisma (Intimidation) checks against creatures that are frightened, restrained, or prone.
Blood of the Lower Hells.
When Hecate casts a spell that deals fire damage, she can add her Charisma modifier (+4) to one damage roll of that spell.
Spellcasting.
Hecate is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
She requires no material components.
Cantrips (at will):
Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation
1st level (4 slots):
Mage Armor, Burning Hands, Charm Person
2nd level (3 slots):
Scorching Ray, Suggestion
3rd level (3 slots):
Fireball, Counterspell
4th level (3 slots):Wall of Fire
, Blight
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Eviction Notice (Recharge 5–6).
Hecate targets one creature she can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or become Frightened of Hecate for 1 minute. While frightened this way, the creature is also restrained by spectral chains of infernal script. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Reactions
Contractual Retaliation.
When a creature within 60 feet casts a spell, Hecate may cast Counterspell without expending a spell slot. Once she uses this reaction, she can’t use it again until she finishes a short or long rest.
Tactics & Personality Notes (for the DM)
Hecate does not fight fair. She opens with mage armor already active, uses suggestion to turn PCs against each other, and drops wall of fire to divide the battlefield—especially to cut off healers or escape routes. She prefers psychological dominance before lethal force.
She keeps tenants nearby during confrontations whenever possible, using them as leverage or shields (“You wouldn’t burn their homes, would you?”). If reduced below 25 HP, she becomes reckless and spiteful, defaulting to fireball even if it risks collateral damage.
She isn’t brave—but she is cruel, clever, and convinced the world owes her rent.