Harkon Lukas: Darklord of Kartakass

Dark side of the moon

Harkon Lukas is the Darklord of Kartakass, a Domain of Dread filled with the curse of lycanthropy. In Kartakass, life is a performance, everyone seeks to impress all others and there are even towns that turn the entire town into a performance in which the actors are the residents. While some may consider this exciting, beneath the surface of these pretenses are lies, treachery and betrayal as everyone seeks to get ahead of each other.

Behind all of this is Harkon Lukas. A darklord cursed with lycanthropy who was cut adrift by his own pack for his extreme methods and obsession with power who now seeks to charm the inhabitants of Kartakass, treating them as his new “pack”.

Information About Harkon Lukas

NameHarkon Lukas
RaceHuman (werewolf)
AlignmentNeutral Evil

Harkon Lukas’ Stat Block

Harkon Lukas is a powerful werewolf known as a loup garou, as such, he follows fairly closely to the stats of a loup garou from Van Richten’s Guide to Ravenloft, but with some enhancements (as a particularly powerful loup garou). The following stat block is not an official release but my own creation as Darklord stat blocks haven’t been officially released by Wizards of the Coast for 5th edition.

  • Medium Monstrosity (shapechanger), Neutral Evil
  • Armour Class: 16 (natural armour)
  • Hit Points: 188 (24d8 + 80)
  • Speed: 30ft, 40ft in hybrid form, 50 ft in dire wolf form

18 (+4)18 (+4)18 (+4)14 (+2)16 (+3)18 (+4)

  • Saving Throws: Dex (+9), Con (+9), Cha (+9)
  • Skills: Deception (+13), Perception (+13), Persuasion (+13), Stealth (+9)
  • Condition Immunities: Charmed, frightened
  • Senses: Darkvision 120ft., Passive Perception 23
  • Languages: Common (can’t speak in wolf form)
  • Challenge: 15 (13,000 XP) Proficiency Bonus +5

Blood Frenzy: Harkon has advantage on attack rolls against a creature that doesn’t have all its hit points.

Legendary Resistance (2/day): When Harkon Lukas fails a saving throw, he can choose to succeed instead.

Pack Tactics: Harkon has advantage on attack rolls against a creature if at least one of his allies is within 5ft of the creature being attacked and isn’t incapacitated. The ally will also receive advantage from Harkon under these circumstances.

Regeneration: Harkon Lukas regains 10 hit points at the start of each of its turns. If Harkon takes damage from a sil­ver weapon, this trait doesn’t function at the start of his next turn. Harkon dies only if he starts his turn with 0 hit points and doesn’t regenerate. 


Multiattack: Harkon makes 2 attacks: two with his longsword (humanoid form) or one with his bite and one with his claws (dire wolf or hybrid form).

Bite (dire wolf or hybrid form only): Melee weapon attack: +9 to hit, reach 5ft, one target. Hit: 13 (2d8+4) piercing damage plus 14 (4d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 17 constitution saving throw or be cursed with loup garou lycanthropy.

Claws (Dire Wolf or Hybrid form only): Melee weapon attack: +9 to hit, reach 5ft, one target. Hit: 11 (2d6+4) slashing damage. If the target is a creature, it must succeed on a DC 17 strength saving throw or be knocked prone.

Longsword (Humanoid form only): Melee weapon attack: +9 to hit, reach 5ft, one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) slashing damage if used with 2 hands.

Spellcasting (Humanoid Form Only): Harkon is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following bard spells prepared:

At will: charm person, heroism, hold person, true strike, vicious mockery
Once per day: crown of madness, fear, hypnotic pattern

Bonus Actions

Change Shape: Harkon polymorphs into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into his true form, which appears humanoid. His statistics, other than his size and speed, 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.

Inspire (4/Day, Humanoid form only): Harkon chooses one creature within 60 feet of him that can hear him. The creature can add a d8 to one ability check, attack roll, or saving throw it makes within the next 10 minutes. A creature can have only one inspiration die at a time.


Harkon can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Harkon regains spent legendary actions at the start of his turn.

Swipe: Harkon makes one claws attack (dire wolf or hybrid form only) or one longsword attack (humanoid form only).

Mauling Pounce (costs 2 actions): Harkon moves up to his speed without provoking opportunity attacks, and he can make one claws attack (dire wolf or hybrid form only) or one longsword attack (humanoid form only) against each creature he moves past.

Bite (costs 3 actions): Harkon changes into hybrid or dire wolf form and then makes on bite attack.

History of Harkon Lukas

Adventurers being attacked by werewolves in Kartakass
Harkon’s pack hunt some unwary adventurers

Harkon Lukas was born in a community of werewolves. As he grew, he dreamed of commanding not just his own pack, but an army of werewolves, trained to kill and to conquer. He worked to unite the packs of werewolves but ultimately failed, the werewolves recognising that they were simply tools in his games. When this ploy failed, Harkon turned on his former packs, slaughtering dozens of them before escaping with his life barely intact.

Fleeing the community of werewolves, Harkon ended up in human settlements where he learnt to blend in. His ambitions for leadership never diminished though and he decided that if he couldn’t be a ruler over an army of born hunters, then he would force an empire of sheep to dance to the rhythm of his song. He learnt to manipulate the people he considered his inferiors, bending them to his will with his incredible charisma and the lack of morals that enables a man to lie and cheat carelessly. Harkon became a performer, a teacher and a scoundrel and the people flocked to bask in his presence.

The rulers of the nation however, began to recognise how dangerous such an influential individual could be having the hearts and loyalty of the people. They concocted a plot to have Harkon imprisoned on false charges, but when the royal agents came to arrest him, Harkon faked his own death. The people were outraged that their hero had been murdered and a revolution began. Within a week, the government had crumbled against the peasant army that had formed, carrying the casket of the supposedly “dead” Harkon in their wake.

As the revolution progressed, the people arrived at the royal palace where the king gave a heartfelt speech, apologising for wrongdoings and agreeing to improve the circumstances of the people. The people accepted these concessions agreeing to negotiate with the monarch. But just at this moment, Harkon emerged from his casket in his werewolf form, apparently resurrected, and devoured the king. He took the crown from the now dead king and the people rejoiced at their new monarch, but their joy was short-lived. At that same moment, the mists of Ravenloft emerged to consume Harkon, dragging him into Kartakass, one of the Domains of Dread, making him the Darklord there.

All Darklords of Ravenloft

ChakunaHouse of LamentQueen Tsien Chiang
Count Strahd Von ZarovichIvana BoritsiRamya Vasavadan
Dr Viktra MordenheimIvan DilisnyaVecna
Duchess Saidra d’HonaireJacqueline RenierVladeska Drakov
God-Brain of BluetspurMother LorindaWilfred Godefroy
Harkon Lucas

Published by DM Ben

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. When he's not writing for Dungeon Mister, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.