Velmorthen

Medium

Humanoid

CR 13

Lawful Evil

Velmorthen

The Rift Regent

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 from incursions by the Shadowfel not out of duty but to control the only true choke points of invasion — the rifts through which shadow soldiers arrive — and to use those same rifts to leap into power. In battle he flickers in and out of visibility, striking from unexpected angles with a crackling staff and rain of spells; to witness his teleportation is to feel the world rearrange itself around a single, implacable ambition.

Stat block

Armour

18

arcane ward and mage armor

Hit points

238

28d8+112

Speed

30ft

Challenge

13

10,000 XP

STR

8

-1

DEX

14

+2

CON

18

+4

INT

20

+5

WIS

14

+2

CHA

16

+3

Saving throws

INT +11, WIS +7

Skills

Arcana +11, Insight +7, Deception +8

Resistances

necrotic 10 (from planar wards)

Condition immunities

charmed (while within 30 ft. of an active ward)

Senses

darkvision 60 ft., passive Perception 12

Languages

Common, Understands several planar dialects but rarely speaks them

Actions

Multiattack. Velmorthen makes two attacks with his Staff or casts a single 5th-level spell and makes one Staff attack.

Staff Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8+6) bludgeoning damage plus 9 (2d8) force damage.

Spellcasting. Velmorthen is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation, chilling grasp 1st–3rd level (at will each): shield, misty step, counterspell, mirror image, scorching ray (3rd-level version) 4th level (3 slots): Banishment, Greater Invisibility, Dimension Door 5th level (3 slots): Wall of Force, Cone of Cold 6th level (2 slots): True Seeing, Disintegrate 7th level (2 slots): Teleport, Forcecage 8th level (1 slot): Maze 9th level (1 slot): Wish He favors teleportation, defensive containment, and high-damage area control to rearrange the battlefield and remove threats before they can coordinate.

Riftstep (Recharge 5–6). Velmorthen snaps his staff and opens a sliver of planar seam. He teleports up to 120 feet to an unoccupied space he can see. Immediately after teleporting, he may force one creature within 10 feet of his arrival space to make a DC 18 Wisdom saving throw or be banished to a shadow-tinged demiplane for 1 minute. A creature banished this way can repeat the save at the end of each of its turns, returning on a success. While banished in this manner, a creature takes 10 (3d6) necrotic damage at the end of each of its turns as the demiplane gnaws at it.

Reactions

Arcane Parry. When a creature Velmorthen can see attacks him with a weapon attack, he can add +5 to his AC against that attack, potentially causing it to miss. He can use this reaction a number of times equal to his Intelligence modifier (minimum of once), regaining all uses at dawn.

Lore

Velmorthen began his service as a court arcanist, appointed by the Council of Western Reach to patrol the famed Riftways — unstable seams where the material plane frays and the Shadowfel pushes through. He achieved a mastery of spatial magics few scholars could imagine, inventing layered wards that let him shepherd entire brigades through sudden jumps and close breaches before they widened. Over decades of solitary vigil, the precision required by this duty sharpened into an appetite for absolute control. He learned not merely to close rifts but to open and shape them, bending the flow of reinforcements and information to his will. Legends say Velmorthen struck a bargain with a shadow-bound cabal called the Umbral Ledger, exchanging favors for arcane insights; others whisper he stole a fragment of a planar compass from the ruined keep of Har'Kez. The scholar Rulise Menn has chronicled his campaigns in the treatise 'On the Geometry of Dominion,' and the Nightward Garrison still bears banners singed where Velmorthen once sealed a breach mid-siege. He now positions himself as necessary protector—and only he can step through the Riftways without leaving them vulnerable—while quietly manipulating succession and bureaucracy to clear a path toward the throne.

Appearance

Velmorthen is gaunt and tall, a man in his late middle years whose skin has the washed pallor of someone who spends long hours indoors under conjurations. His hair is iron-gray, slicked back, and threaded with tiny, soldered loops of blackened brass etched with teleportation sigils. He wears a high-collared coat of deep indigo velvet embroidered with latticed runes; the fabric seems to ripple faintly like heat when he prepares to blink away. A long staff of dark polished iron topped with a ring of fractured crystal is never far from his hand—the crystal contains trapped motes of twilight that shimmer when he opens a gate. Scars web his left wrist where planar energies once burned him; arcane ink tattoos spiral from those scars up his forearm in a pattern that matches the maplike sigils on his coat. When he teleports the air around him folds like paper, curling edges of shadow and a soft, metallic scent of ozone filling the seam he leaves behind.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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