Medium
Humanoid
CR 12
Lawful Evil
Thesmor Varrin
Arcane Usurper
Thesmor Varrin is a cold-eyed master of instantaneous movement whose presence warps space itself: he can appear in the center of a battlefield with a bloom of displaced air and vanish moments later, leaving only a ringing in the ears and the afterimage of shadow. Once lauded as the realm's shield against incursions from the Shadowfel, Thesmor now moves with the assured arrogance of one who believes he is inevitable — teleporting to the king's council, unmaking the guard captain with a focused arcane bolt, and then stepping through a tear to escape before reprisal. His combination of precise long-range spellfire, defensive teleport tricks, and uncanny ability to control the battlefield makes him a terrifying duel opponent and an unnerving political predator.
Armour
17
mage armor; runic weave
Hit points
204
24d8+96
Speed
30ft
Challenge
12
8,400 XP
STR
10
+0
DEX
14
+2
CON
18
+4
INT
20
+5
WIS
12
+1
CHA
16
+3
Saving throws
INT +9, CON +8, DEX +6
Skills
Arcana +9, Insight +5, Perception +5
Senses
darkvision 60 ft., passive Perception 15
Languages
Common, Draconic, Undercommon
Multiattack. Thesmor makes two Arcane Bolt attacks, or he can cast a spell instead of making these attacks.
Arcane Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (4d8) force damage.
Shadowstep Blade. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) psychic damage as a blade of displaced shadow strikes, and the target must succeed on a DC 17 Wisdom saving throw or be disoriented — it has disadvantage on its next attack roll.
Rift Snap (Recharge 5-6). Thesmor snaps a finger to open a jagged 10-foot-wide planar rift at a point he can see within 60 feet. Each creature in a 10-foot cone originating from the rift must make a DC 17 Dexterity saving throw, taking 45 (10d8) necrotic damage and 22 (5d8) force damage on a failed save, or half as much on a successful one. Allies he designates take half damage on a failed save or a quarter on a success. The rift remains as a faint tear for 1 round, distorting movement within 5 feet (difficult terrain).
Blink Step. When Thesmor is hit by an attack or targeted by a harmful spell, he can teleport up to 30 feet to an unoccupied space he can see and impose disadvantage on the triggering attack or cause the spell to reroll its attack roll with disadvantage. Usable 3 times, regains all uses at dawn.
The creature can take 3 legendary actions per round, choosing from the options below.
Cantrip. Thesmor casts a cantrip (Arcane Bolt counts as a cantrip attack for this purpose).
Shadowstep. Thesmor teleports up to 60 feet to an unoccupied space and may immediately make one Shadowstep Blade attack.
Quick Cast. Thesmor casts a 1st- or 2nd-level spell he has prepared (save DC 17) without provoking opportunity attacks. He cannot cast the same spell with this action more than once per round.
Thesmor was born at the edge of the Umbral Crossing, the son of a frontier magistrate and a scholar of planar cartography. The Crossing vomited forth Shadowfel raiders with increasing frequency during his youth; Thesmor apprenticed under the order of the Gatewardens, learning to fold distances like paper. For decades he answered every summons, sealing rifts and intercepting shadowborn incursions with a brutal efficiency that earned the gratitude of monarchs and the fear of enemies. Over time, however, his successes curdled into ambition. The portals he once closed became tools, the places between planes a ladder to power. Legends say his turning point arrived the night the Lantern of Hest was lost in a defense gone wrong. Thesmor returned from that fight with a new doctrine: the realm needed a ruler who could think and move faster than enemies from beyond. He formed the Midnight Tenure, a secretive cadre of teleport-adept agents who both guard the throne and quietly undermine it. Scholars such as Master-Archivist Kelbren of Ardin's Reach warn that Thesmor's manipulations leave the realm safer from Shadowfel attacks but more vulnerable to a single, absolute will. The Crown Endowment has commissioned trackers like the Gray Cartographers to map his known jumps; few have been brave or lucky enough to publish complete findings.
Thesmor stands slightly taller than average, gaunt and angular, with a face perpetually shaded by deep hollows and a silver-streaked close-cropped beard. His eyes are unnervingly pale, pupils rimmed in violet as if a permanent reflection of the Shadowfel lingers there. He wears a long, fitted coat of midnight-blue cloth reinforced with narrow runed seams — not bulky armor but tight enough to show the lean cordage of muscles trained for sudden motion. Around his left wrist and the base of his skull are thin brass filaments and sigils that glitter when he teleports; they look like cartographic notations etched into flesh. When he steps through a teleport he leaves a faint black-bloom shimmer at his exit point and a smell like ozone and old embers. Scattered across his person are practical items: a bandolier of chalked runes, a folding stavescroll, and a small obsidian token used as a focal point for his rulings.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
More Humanoids
Velmorthen
Velmorthen is a once-revered warder turned ruthless usurper: a pale, intense man who moves with the calm certainty of someone who can step out of sight and reappear at will. He defends the realm…
Vexil Quor
Vexil Quor is a small, impossibly lithe predator of shadow and misdirection: a master thief whose sleight of hand is backed by genuine, dangerous sorcery. In combat Vexil slips through illusions and…
Matittal
Matittal is a living nightmare of feather and shadow: a lithe, overpowered assassin that moves like a thought and strikes like a falling star. Clad in a mantle of dark-red and black raven feathers…
Garrick Thornwell
Garrick Thornwell is a hulking, warped remnant of a modern soldier—ragged denim and a scorched hoodie half-buried beneath curling, bioluminescent blue ivy that erupts from his left palm and winds up…
Mavrath Vireo
Once a celebrated huntmaster, Mavrath returns as a living contradiction: a lean human warrior who wears ragged leathers and carries a soot-dark shotgun in one hand while a writhing column of blue…
Marruk's Grin
A single creature-sized horror of motion and teeth, Marruk's Grin is a tightly knit warband of goblins that fights like a single thinking thing. They swarm, feint, and vanish in a puff of smoke and…
