Mercane Telepathy. Vocath can communicate telepathically with any other mercane it knows, regardless of the distance between them. He can also communicate with anyone branded with his tattoo
Ring of magic resistance. Grants him advantage on saving throws against spells.
Earings of Eclipse: wearing these he can use a bonus action to hide, disappearing when motionless in dim light or darkness, gaining advantage on the stealth check in darkness.
Multiattack. Vocath makes three Psi-Imbued Blade attacks or forgoes 2 attacks to cast a spell.
Psi-Imbued Blade. Melee Weapon Attack: +12 to hit, reach 5 ft -30 ft., one target. Hit: 15 (3d8 + 3) slashing damage, and if the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened of Vocath until the end of the target’s next turn.
Spellcasting (Psionics). Vocath is a level 16 spellcaster and can cast one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20):
At will: detect magic, light, zone of truth, firebolt, (3d10) vicious mockery,
4 a day: command, hellish rebuke, (4d10), silvery barbs, krail's rupture (4d12)
2 a day each: dimension door, invisibility, fireball, counterspell, dispel magic,
1 a day each: flense, (con, 8d6) doom of false friends, sunburst
Magical hiding. Using his earrings of eclipse if Vocath is able to hide while being motionless in dim light or darkness, even if he is in sight and not standing in behind something to obscure him. If in darkness has advantage on the stealth role. this ends if he does anything but remain motionless.
Spells: Hellish Rebuke, Counterspell, Silvery Barbs, Krail's Rupture.
Vocath has 3 charges for his legendary actions that he can use at the end of another creatures turn.
Psi-imbued blade: (1 charge) perform this attack.
Deal with this for me:: (2 charges) Vocath swaps places with one of his allies within 60 feet of him.
Description
Vocath is a businessman openly and a criminal kingpin in (not so much) secret. He runs his criminal empire hidden on his floating base in poisonous gas of a gaseous moon in Doom Space. The aid and opportunities he gives to the otherwise doomed people of this realm have cemented their loyalty to him, for without the ships and resources he provided int he evacuation of their doomed worlds they would already be long dead. But he is not done with this dying realmspace yet, he will milk every last resource from this system and its former denizens are only too happy to help.
Vocath is not to be trusted. He will gladly see a bargain and deal through to its conclusion, but if coin can be made or services bought by making deals with a clients enemy once such services and business has concluded he will do so in a heartbeat. This has not made him popular with others amongst his race. Those who work for him and show loyalty though he will show loyalty in kind, such is his dealings with those native to doom space.
As any Mercane he is a huge figure of a humanoid, and like them he draped in furs and finery. But do not be fooled into thinking him incapable of fighting his own battles, he would simply rather someone else spare him the effort.
Mercane
Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers.
Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods and services to the trading of ideas and information. Mercanes are best known, however, for procuring and selling magic items, including artifacts and spelljamming helms. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied by underlings or bodyguards.
Mercanes will conduct business with anyone, fairly and reliably, provided the other party has neither harmed nor swindled another mercane in the past. Mercanes have a special form of telepathy that enables them to communicate with one another across the multiverse. A mercane often uses this ability to warn another mercanes about individuals who are dangerous or unreliable. Once a mercane has been offended by someone, getting back into their good graces is next to impossible.
Lair and Lair Actions
Vocath has complete control of his base, a space station with a built in arena. At the top of the round Vocath can choose to use one of the following lair actions:
Dont touch me!: Creating a wall of shimmering light that is 40 feet long and 15 feet high, it works like the spell wall of force. If the wall is created in the space of a creature the creature must make a DC20 dexterity saving throw or if any creature touch the wall at any point they must make a DC 20 con saving throw, taking 6d8 radiant damage. The wall lasts until the end of the round or if the wall is touched by magical darkness.
Deal With This For Me: Calling on his goons Vocath has all allies across the battlefield to make a free melee or melee range attack.







Comments