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.
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
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.
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.
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.
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