Medium Humanoid, Chaotic Good
Armor Class 19 Breastplate
Hit Points 210 (20d8 + 3)
Speed 40 ft.
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +10, INT +9, CHA +9
Damage Resistances Bludgeoning, Piercing, Psychic, Slashing
Condition Immunities Poisoned
Senses Blindsight 30ft, Darkvision 60ft, Passive Perception 19
Languages Common, Thieves' Cant, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

 

Evasion. If Vorrak is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Legendary Resistance (3/Day). If Vorrak fails a saving throw, he can choose to succeed instead.

Master Tactician. Vorrak can take two reactions per round, but only one per turn. Additionally, he has advantage on initiative rolls.

Unnerving Presence. Any creature that starts its turn within 10 feet of Vorrak must succeed on a DC 18 Wisdom saving throw or have disadvantage on attack rolls against Vorrak until the start of their next turn.

Actions

 

Multiattack. Vorrak makes three attacks with his Shadow Dagger or two attacks with his Hand Crossbow.

Shadow Dagger (Melee Weapon Attack):
+11 to hit, reach 5 ft., one target.
Hit: 12 (1d8 + 7) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hand Crossbow (Ranged Weapon Attack):
+11 to hit, range 30/120 ft., one target.
Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Dexterity saving throw or be stunned until the end of Vorrak's next turn.

Commanding Strike (Recharge 5-6). Vorrak points at one creature he can see within 60 feet of him. That creature must make a DC 18 Wisdom saving throw or immediately use its reaction to move up to its speed and make one weapon attack against a target of Vorrak's choice.

Smoke Bomb (Recharge 5-6). Vorrak throws a smoke bomb at a point within 20 feet. The area within a 10-foot radius is heavily obscured until the end of Vorrak's next turn. Vorrak has advantage on attack rolls against creatures within the smoke, and they have disadvantage on saving throws against his spells and abilities.

Bonus Actions
  1. Cunning Action (Rogue Feature):
    Vorrak can take the following actions as a bonus action:

    • Dash: Move up to his speed.
    • Disengage: Avoid opportunity attacks for the rest of his turn.
    • Hide: Attempt to become hidden.
  2. Tactical Shift (Unique to Vorrak):
    Vorrak can reposition himself or an ally within 30 feet by moving them up to 10 feet. This movement does not provoke opportunity attacks.

Reactions

 

Uncanny Dodge. When an attacker that Vorrak can see hits him with an attack, he can use his reaction to halve the attack’s damage.

Opportunist. When a creature within 5 feet of Vorrak misses him with an attack, Vorrak can make a melee attack against that creature.

Legendary Actions

Legendary Actions (3 per Round)

Vorrak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vorrak regains spent legendary actions at the start of his turn.

  • Quick Step. Vorrak moves up to half his speed without provoking opportunity attacks.
  • Shadow Strike (Costs 2 Actions). Vorrak makes a melee attack with his Shadow Dagger.
  • Coordinated Attack (Costs 3 Actions). Vorrak commands an ally he can see within 30 feet to make one weapon attack. This attack has advantage, and if it hits, it deals an additional 4d6 damage of the weapon’s type.

Description

Vorrak stands as the enigmatic and calculating leader of the most formidable thieves guild in the city. His reputation precedes him, whispered in the darkest corners of taverns and shadowed alleys. Known for his sharp intellect and ruthless efficiency, Vorrak has orchestrated some of the most elaborate heists ever witnessed, turning each job into a carefully crafted masterpiece of deception and strategy. Those who work under him are fiercely loyal, driven by a mix of respect and fear. His rivals, however, speak of him with a cautious reverence, aware that crossing Vorrak often leads to swift and unforgiving retribution.

In appearance, Vorrak is both imposing and refined. He maintains a well-groomed, dark beard that frames his strong jawline, adding a touch of sophistication to his otherwise rugged demeanor. His piercing eyes, often gleaming with a dangerous intelligence, seem to see through any deception. They are the eyes of a man who has seen it all, who has navigated the treacherous underbelly of society with unmatched skill. His face bears several scars — each one a silent testament to past battles, betrayals, and close calls. These marks only add to his aura of danger, hinting at a life lived on the knife’s edge.

Lair and Lair Actions

Lair Actions

If Vorrak is encountered in his thieves' guild lair, he can use lair actions. On initiative count 20 (losing initiative ties), Vorrak can take one of the following lair actions:

  • Summon Reinforcements. Vorrak calls in two Thieves (CR 1) to join the fight. They arrive at the beginning of his next turn.
  • Trap Activation. Vorrak triggers a hidden trap in the lair (such as a poisoned dart or falling net). One random target within 30 feet must make a DC 16 Dexterity saving throw or take 14 (4d6) poison damage and be restrained until the end of its next turn.
  • Cunning Escape. Vorrak can move up to his speed, passing through enemy spaces and ignoring difficult terrain. He does not provoke opportunity attacks during this movement.

Habitat: Urban

Andy_1234

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