Vorhesh, the Withered Regent

Medium

Undead

CR 6

Lawful Evil

Vorhesh, the Withered Regent

Ancient, Waning Vampire

Vorhesh is a gaunt silhouette of nobility: flesh slack around bone, a mane of pale hair like cobweb, and eyes like two drowned coins that glint when he tastes blood. Once a vampire of courtly influence and terrible sorcery, he moves with a languid hunger—no longer an apex predator, but a cunning, recuperating terror. He stalks his former domains with fractured memories and patient malice, using guile, thinly veiled authority, and the slow, relentless drain of life to rebuild the power he lost. To meet him at night is to feel the cold of history reach out and find the soft places in the soul.

Stat block

Armour

15

natural armor

Hit points

113

15d8+45

Speed

30ft

30 ft., climb 30 ft.

Challenge

6

2,300 XP

STR

16

+3

DEX

14

+2

CON

16

+3

INT

12

+1

WIS

14

+2

CHA

18

+4

Saving throws

DEX +5, CON +6

Skills

Persuasion +7, Stealth +5

Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison

Condition immunities

charmed, poisoned

Senses

darkvision 120 ft., passive Perception 12

Languages

Common, Understands the languages it knew in life and can speak Common and one other

Actions

Multiattack. Vorhesh makes two attacks: one with his Claw and one with his Bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vorhesh, incapacitated, or restrained. Hit: 14 (2d8+3) piercing damage plus 7 (2d6) necrotic damage. Vorhesh regains hit points equal to the necrotic damage dealt.

Enfeebling Command (Recharge 5-6). Vorhesh fixes his drowned-coin eyes on one humanoid he can see within 30 feet. The target must succeed on a DC 14 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target is reduced to 0 hit points while paralyzed in this way, Vorhesh can use a bonus action to siphon the corpse's lingering essence, regaining 10 hit points.

Lore

Vorhesh was not always diminished. Centuries ago he sat at the heart of a ruined principality called Ivermark, issuing laws in a voice that made the wind obey the cadence of his sentences. His fall came after the Conclave of Ash—an alliance of clerics and arcanists who bound his greater magics and scattered his lieutenants. For generations his name became a cautionary epithet in taverns and guardrooms: do not wake what sleeps under old marble. Over time the rituals that shackled him weakened; now Vorhesh claws back sovereignty one death at a time. He lairs in the empty wing of the once-grand House Thren, a crenelated manor half-swallowed by ivy and fog. Vorhesh preys on isolated communities and travelers, but he prefers to rebuild influence by seduction and blackmail: a favored magistrate returned to obedience, a smuggler turned into a blood-silent servant. The Sable Cross, a small order of tombwardens led by Mistress Kette of Oakfen, keep meticulous dossiers on his victims and warn that Vorhesh’s recovery has stages—first the return of influence over men, then the reknitting of ritual sigils, then the accumulation of blood bound to his will. Scholars such as Archivist Renik of the Grey Archive argue Vorhesh seeks a particular relic, the Night Seal of Ivermark, which would restore much of his lost force.

Appearance

Vorhesh appears as a tall, sharply angular man whose skin has the papery translucence of dried vellum. His cheekbones are pronounced; skin is stretched thin across knobby hands tipped by long, yellowed nails that curl like old parchment. He wears the tattered remnants of court finery—high-collared coat, embroidered in moth-eaten silver thread, a broken signet ring on his left hand. Veins like dark riverbeds map his temples. Scars from ancient bindings form pale, threadlike sigils along his collar and wrists. When he moves his jaw, the mouth is too wide for the face, revealing fanged teeth stained faintly with old blood. Artists should render him about human-sized (comparable to a human noble) standing in a shadowed doorway of a ruined manor; textures should emphasize brittle fabric, leathery skin, and brittle hair, using crosshatching to show depth and age.

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

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