Bloodborne Power.
Valtheris grows stronger as his enemies weaken. For every creature within 30 feet of him that is below half its hit point maximum, he gains the following benefits:
- +1 AC (up to a maximum of +3).
- Regains 5 hit points at the start of his turn.
- His spell save DC increases by 1.
Empowered Constitution (Amulet of Health).
While wearing the Amulet of Health, Valtheris’s Constitution is 19, and his hit points increase accordingly. If the amulet is removed, his Constitution score is reduced to 14, and he loses 32 hit points.
Spellcasting.
Valtheris is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Chill Touch, Minor Illusion, Toll the Dead
1st level (4 slots): Shield, Magic Missile, Detect Magic
2nd level (3 slots): Mirror Image, Misty Step
3rd level (3 slots): Counterspell, Vampiric Touch
4th level (3 slots): Blight, Greater Invisibility
5th level (2 slots): Cloudkill, Wall of Force
Multiattack.
Valtheris makes two attacks with his Blood Dagger.
Blood Dagger (Melee Weapon Attack).
Attack Bonus: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 3) piercing damage plus 4 (1d8) necrotic damage. On a critical hit, Valtheris regains hit points equal to the necrotic damage dealt.
Hemorrhage Strike (Recharge 5–6).
Valtheris targets one creature within 30 feet. The target must make a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage at the start of its turns for 1 minute. The effect ends early if the target is healed.
Crimson Barrage (Recharge 5–6).
Valtheris conjures blood-red spikes to rain down on up to three creatures within 60 feet. Each target must make a DC 15 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
Sanguine Grasp (1/Day).
Valtheris conjures a crimson tendril from the ground to grapple a creature within 30 feet. The target must succeed on a DC 15 Strength saving throw or be restrained. While restrained, the target takes 10 (2d10) necrotic damage at the start of its turns. The effect lasts until the target escapes the grapple (DC 15).
Life Leech (Concentration, 1/Day).
Valtheris targets a creature within 60 feet and drains its life force. The target must succeed on a DC 15 Constitution saving throw or take 27 (6d8) necrotic damage. Valtheris regains hit points equal to the damage dealt. The spell continues each turn for up to 1 minute or until concentration is broken.
Blood Conduit (Reaction).
Whenever a creature within 30 feet takes damage, Valtheris can siphon the pain, healing himself for half the damage dealt.
Valtheris can take 2 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. Valtheris regains spent legendary actions at the start of his turn.
- Crimson Shield (Costs 1 Action). Valtheris gains 5 temporary hit points and reduces the next attack roll against him by 1d6.
- Sanguine Pulse (Costs 1 Action). Valtheris unleashes a pulse of blood magic, forcing all creatures within 10 feet to make a DC 15 Constitution saving throw or take 10 (2d6 + 3) necrotic damage.
- Misty Escape (Costs 2 Actions). Valtheris teleports up to 30 feet to an unoccupied space he can see.
Description
Appearance
Valtheris is a tall and gaunt human who radiates menace and control. His pale skin is framed by flowing crimson robes, intricately embroidered with serpentine patterns that shimmer subtly in dim light. His dark, piercing eyes betray a cold intellect and unyielding malice, scanning his surroundings with predatory precision. His long, slender fingers, adorned with silver rings engraved with cryptic runes, move with unnerving precision as he casts his spells. When channeling blood magic, the veins on his hands and neck glow faintly red, pulsing with eerie intensity. A jagged scar runs down his left cheek—a mark of a ritual he underwent, one that he claims unlocked deeper truths about pain, mortality, and power.
Personality
Valtheris is unnervingly calm, his voice measured and deliberate even in the face of chaos. This controlled demeanor conceals a sadistic streak; he derives immense satisfaction from tormenting his enemies, exploiting their weaknesses to instill fear and break their resolve. As a meticulous planner, Valtheris rarely acts impulsively. Every move he makes is calculated, ensuring the odds are stacked in his favor before he engages. Manipulation, fear, and pain are his tools of control, and he wields them with devastating efficiency.
The Cult’s Structure and Valtheris’s Role
The cult operating in Castlehaven is a clandestine organization rooted in the city’s underbelly. Its members work in secrecy, spreading corruption and carrying out sinister plans. The hierarchy of the cult is divided into three primary ranks:
- Initiates: Low-level recruits who perform reconnaissance, basic rituals, and manual tasks to prove their loyalty.
- Disciples: Trusted members who handle significant rituals, artifact transportation, and field operations.
- Sages: The elite leaders of the cult, tasked with shaping its direction and reporting directly to The Veiled One, the enigmatic figure who oversees the cult’s operations in Castlehaven.
Valtheris holds the rank of Blooded Sage, a rare title reserved for members who have mastered unique and powerful forms of dark magic. While most cultists specialize in necromancy, curses, or illusions, Valtheris stands apart as a blood mage. His magic becomes stronger as his enemies weaken, making him a deadly force in prolonged battles. As a Blooded Sage, Valtheris is responsible for recovering artifacts, maintaining discipline among the cult’s ranks, and carrying out critical operations under the direct orders of The Veiled One. Despite his loyalty, Valtheris secretly harbors ambitions of surpassing The Veiled One and ascending to lead the cult himself.
Knowledge of Lady Arabelle’s Break-In
Valtheris played a key role in orchestrating the recent break-in at Lady Arabelle’s manor. Under the orders of Sir Cedric Thorne (using his alias Mordred Falke), the Silver Hand thieves’ guild executed the heist with surgical precision. The break-in had two objectives:
- Steal Lady Arabelle’s pendant, a powerful artifact.
- Recover sensitive documentation from her vault linking Mordred Falke to the cult and the Raymond family.
At the docks, Valtheris personally oversaw the aftermath. The Silver Hand sold the pendant, an Amulet of Health, to the cult in exchange for gold, while the documentation was delivered to Sir Cedric to safeguard his secret identity. The amulet, now entrusted to Valtheris, enhances his Constitution and strengthens his blood magic, making him a formidable foe. Valtheris fully understands the pendant’s significance and is prepared to protect it at all costs.
Ties to the Apprentice Illusionist
Valtheris had a close working relationship with the apprentice illusionist, a promising recruit who abandoned her former mentor, Sara the Jester, to pursue greater power within the cult. Though young and impulsive, she was highly skilled in illusion magic, which made her invaluable in executing covert operations. Valtheris saw potential in her and guided her as she blended her illusion magic with the cult’s darker goals. Her death at the hands of the adventurers has infuriated Valtheris, who now seeks vengeance. To ensure her connection to the cult remains hidden, he personally mutilated her body, carving away her snake-and-skull tattoo and removing her eyes as part of a dark ritual. This act served to erase evidence of her involvement and to send a grim message to the adventurers.
The Cult’s Hideout
The cult’s primary hideout is located on the outskirts of Castlehaven, hidden deep within dense, mist-shrouded woodlands. Above ground, it appears as an abandoned stone tower, but beneath it lies an elaborate network of tunnels and chambers. Dim crimson torches illuminate the sprawling subterranean complex, where walls are inscribed with glowing runes depicting serpents and skulls.
Key areas of the hideout include:
- Ritual Chambers: Rooms with blood-stained altars used for dark ceremonies.
- Artifact Vault: A secure storage area for stolen magical items and cursed artifacts.
- Training Grounds: Spaces where recruits are trained in combat and magic.
- Detention Cells: A dungeon equipped with enchanted chains to suppress magical abilities.
Valtheris plans to bring the kidnapped sorcerer to this hideout, where the sorcerer will be bound with magical restraints designed to drain arcane energy. Once rendered powerless, the sorcerer will be subjected to Valtheris’s sadistic interrogation, as he seeks to uncover the adventurers’ plans, weaknesses, and allies.
The Hidden Lair Under the Gilded Griffin Tavern
The cult also maintains a secondary hideout beneath the Gilded Griffin Tavern, an ideal location due to its decline and proximity to the Castlehaven sewer system. This hideout served as a staging ground for smuggling artifacts and conducting secretive rituals. The cellar’s sewage tunnel provided a discreet escape route, leading to the city’s sewer network and ultimately to an exit in the forest.
After the adventurers disrupted operations and defeated the apprentice illusionist, Valtheris acted swiftly to seal the hideout. Using powerful illusion magic, he cloaked the entrances to the catacombs and the sewage tunnel, making them appear as solid walls. These illusions were reinforced with protective wards that misdirected investigators, ensuring that even the most skilled trackers, such as Kara the Tracker, could not locate the lair. The hideout is now inaccessible to anyone without the proper counter-spells, cutting off further investigations by the guild.
Current Events at the Docks
At the docks, Valtheris is overseeing two critical operations. The first involves the Silver Hand completing their exchange with Sir Cedric Thorne, delivering the stolen documentation in return for payment. The second operation involves the cult acquiring Lady Arabelle’s stolen pendant from the Silver Hand.
As the adventurers approach, Valtheris observes from the shadows, carefully gauging their movements. He carries the pendant in a small box, accompanied by low-ranking cultists loading artifacts onto carts. When the sorcerer, disguised as a cultist, begins asking suspicious questions, Valtheris quickly identifies the deception. Calm and composed, he orders the sorcerer’s capture, intending to interrogate him personally at the cult’s primary hideout.
Valtheris’s motives are clear: protect the cult’s secrets, eliminate the adventurers as a threat, and ensure the pendant remains secure. For him, the adventurers represent an intriguing challenge, and he relishes the opportunity to turn their interference into a painful and futile endeavor.
Tactics
Valtheris begins combat by using Mirror Image and positioning himself strategically. He targets weaker enemies with Hemorrhage Strike or Life Leech to activate his Bloodborne Power. When surrounded, he uses Crimson Barrage or Cloudkill to control the battlefield. If threatened, he retreats with Misty Step or his Misty Escape legendary action, luring enemies into traps or toward cultist reinforcements.
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