Medium Fey, Chaotic Neutral
AC 21 Otherworldly Grace    Initiative +8 (18)
HP 420 (40d8 + 240)
Speed 40 ft., Fly 40 ft.
Mod Save
STR 18 +4 +4
DEX 26 +8 +29
CON 22 +6 +25
Mod Save
INT 18 +4 +4
WIS 20 +5 +23
CHA 26 +8 +29
Skills Deception +15, Performance +15
Resistances Cold, Fire, Lightning, Thunder
Immunities Charmed, Frightened, Stunned
Gear Tattered crimson-and-black coat (magical, functions as part of his form) Mask of shifting expressions (illusion-based, purely thematic unless DM rules otherwise) Ember-moth talisman (arcane focus for dream magic)
Senses Darkvision 120 ft., Truesight 120; Passive Perception 17
Languages Common, Sylvan, Telepathy 120 ft.
CR 20 (XP 25,000, or 33,000 in lair; PB +6)
Traits

Shapechanger. Vorrath can shift between his humanoid form and a swarm of ember-moths (use Swarm of Insects with his own HP and resistances, fire damage instead of piercing).

Dream Sovereign. Vorrath can enter the dreams of any sleeping creature he is aware of, regardless of distance or plane. While in a dream, he has complete control over its environment and can cast mirage arcane, wall of fire, or phantasmal killer at will without components.

Magic Resistance. Vorrath has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Vorrath makes three Scything Claw attacks or two Ribbons of Fire attacks.

Scything Claw (Melee Weapon Attack): +15 to hit, reach 10 ft., one target. Hit: 26 (4d8+8) slashing plus 14 (4d6) fire damage.

Ribbons of Fire (Ranged Spell Attack): +15 to hit, range 120 ft., one target. Hit: 35 (6d10) fire damage plus 18 (4d8) psychic damage.

Curtain of Cinders (Recharge 5–6). Vorrath unfurls his coat, releasing a fiery swarm of moths in a 60-ft cone. Each creature must make a DC 23 Dexterity saving throw, taking 54 (12d8) fire damage and 54 (12d8) psychic damage on a fail, or half as much on success. Creatures that fail are also frightened until the end of Vorrath’s next turn.

The Grand Finale (1/day). Vorrath vanishes in a swirl of shadow and fire, reappearing anywhere in line of sight. All enemies within 30 ft. must make a DC 23 Wisdom saving throw or be stunned for 1 minute. A stunned target can repeat the save at the end of each of its turns. On a failure, they also take 44 (8d10) psychic damage each time they fail the save.

Bonus Actions

Dancing Flame. Vorrath commands a fiery moth to burst near a creature within 30 ft. The target must succeed on a DC 23 Dexterity saving throw or take 14 (4d6) fire damage and have disadvantage on attack rolls until the start of Vorrath’s next turn as their vision is obscured by drifting embers.

Call of the Encore (Recharge 4–6). Vorrath summons a 15-HP ember-moth familiar into an unoccupied space within 20 ft. The moth can distract enemies, block lines of sight, or self-destruct in a small fiery burst (10 ft., 2d10 fire damage, Dex save halves).

Reactions

Nightmare Riposte. When a creature within 10 ft. of Vorrath misses him with an attack, he can lash out with a Scything Claw attack against that creature. On a hit, the target must succeed on a DC 23 Wisdom saving throw or be frightened until the end of its next turn.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.

Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.

Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.

Description

Personality. Vorrath is a theatrical and flamboyant nightmare-lord who treats combat as an elaborate performance. He speaks in riddles, metaphors, and stage terms, calling enemies “audience members” and referring to death as “the final act.” He genuinely respects opponents who fight with flair and creativity, and may even let a worthy adversary live “for the sequel.”

Motivation. Vorrath thrives on mortal emotions, especially fear, ambition, and passion. He seeks to inspire or terrify dreamers, weaving their subconscious into his ever-expanding Twilight Carnival. In truth, Vorrath believes all mortals are actors in a cosmic play, and he is both director and lead star.

Tactics. Vorrath avoids straightforward brawls, instead darting in and out of reach with teleportation, illusions, and bursts of fire. He forces the party to split up with shifting dreamscapes and keeps them under constant pressure with psychic and fire damage. If threatened, he uses tries to evade, then retaliates with Curtain of Cinders or The Grand Finale to break the party’s momentum.

Combat Behavior.

  • Opening: Vorrath often begins with Curtain of Cinders to scatter foes, then picks off isolated targets.

  • Mid-Fight: He blends mobility and control, using Nightmare Spark legendary actions to keep casters disrupted and Call of the Encore to distract or block lines of sight.

  • Near Defeat: If his HP drops below 25%, he shifts the battle entirely into a surreal dreamscape with a lair action, warping terrain to gain the upper hand.

  • Escape Plan: If truly cornered, he will flee into the dream-realm, vowing a “grander return” later in the campaign.

Behavior Outside Combat. Vorrath appears in dreams first, testing potential foes or allies with puzzles, cryptic challenges, and surreal performances. Those who fail his trials may wake with exhaustion or haunting visions, while those who impress him may receive minor magical gifts… in exchange for a favor to be named later.

Lair and Lair Actions

Lair Description

Vorrath’s lair exists simultaneously in the waking world and the dream-realm. In the material plane, it appears as a traveling carnival of impossible geometry — tents that spiral endlessly inside, stages that hang in midair, and mirrors that reflect scenes from the dreamer’s subconscious. In the dream-realm, his lair becomes a vast, surreal theater where the stage floor shifts underfoot, and glowing ember-moths drift lazily through the air. The boundaries between reality and illusion are thin, and anything Vorrath imagines can manifest.


Lair Actions

On initiative count 20 (losing initiative ties), Vorrath can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:

  1. Stage Collapse. The floor beneath up to three creatures becomes an illusion, dropping them into a pit of dream-fire. They must succeed on a DC 23 Dexterity saving throw or fall 30 feet, taking 14 (4d6) fire damage and landing prone. The pit vanishes after the action, depositing them back onto solid ground.

  2. Spotlight of Fear. A spectral spotlight pins a creature Vorrath can see within 60 ft. The target must succeed on a DC 23 Wisdom saving throw or be paralyzed until the end of its next turn, visions of failure and loss holding them still.

  3. Encore of Fire. Vorrath summons a swarm of ember-moths that bursts in a 20-ft radius centered on a point within 60 ft. Each creature in the area must make a DC 23 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a success.


Regional Effects

The region containing Vorrath’s lair is warped by his dream-magic, creating one or more of the following effects:

  • Dream Intrusion. Any creature that finishes a long rest within 10 miles of the lair has a 25% chance of being visited by Vorrath in their dreams. These dreams may be benign, cryptic, or deeply disturbing, but they always feel vividly real.

  • Twilight Carnival Manifestations. Small, strange phenomena appear in the area — flickering lights that dance in the distance, music heard with no source, and sudden bursts of moths that vanish into smoke. These illusions cannot cause harm but unsettle those who witness them.

  • Bleed of the Unreal. Illusions and enchantments cast within 1 mile of the lair last twice as long, and creatures have disadvantage on saving throws against being charmed or frightened in this area.

If Vorrath dies, these effects fade over the course of 1d10 days, leaving only faint memories of the Twilight Carnival and its unsettling master.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2025 5:30:28 PM
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Monster Tags: Shapechangershadow fey

Habitat: Planar (Feywild)UnderdarkUrban

Draco_Wizard81

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