Vordakai
Vordakai
P35, once PCs are quested to find him, he sends Soul Eater.
Otherwise, he has been working on a Sphere of Annihilation, large, to begin
his new conquests. He eventually summons this to the PC’s capital city,
starting at 20’ height, 25’ diameter, growing 1’ per week. Otherwise, it
begins at W5.
Soul eater targets arcane, then divine, then non casters. It only tracks a PC if
a name is known.
Soul Eater, AC 14, hp 171 (18d10+72), Sp fly 100’ (hover)
Str 6, Dex 18, Con 18, Int 13, Wis 14, Cha 17. Saves Dex +9, Wis +7.
Damage Immunities necrotic, poison. Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing and slashing damage from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft. passive Perception 12. All Around Eyes. Cannot be surprised,
advantage on Perception checks.
Languages Abyssal
Incorporeal Movement. Can move through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Flyby Attack. Movement does not provoke attack of opportunity.
Actions
Multiattack. The soul eater makes two Life Drain attacks.
Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (2d12+4) necrotic
damage. The target must succeed on a DC 15 Constitution saving throw or take 1d6 points of
Wisdom damage (renews on long rest). This can only affect a character once per turn. At 0
Wisdom, target dies.
Soul Drain. Targets a character it has reduced to 0 Wisdom, provoking attacks of opportunity.
Victim can resist with a DC15 Constitution save. If he does, slain but can be restored to life
normally. If fail, soul consumed and cannot be raised by any means. If the soul eater is slain
within 30’ of the victim’s body within 1 minute of consuming the soul, the soul returns and the
victim is restored to life as if by raise dead with the unconscious condition and at 0 hp.
Dread Cyclops. Huge undead, NE. AC15, hp 138, Sp30’, S25 (+7), D11, C20, I6,
W12, Ch13. Immune physical conditions, poison. Adv being turned. Commands
normal zombies with no save.
The guards and wards spell makes it difficult for some of the Cube’s residents to move about the
complex, For the most part, they remain in predetermined areas until confronted by intruders, at
which point they attack. Some exceptions include apprentices with knock spells and fiends with
the ability to cast teleport or dimension door spells.
Vordakai then begins scrying for the PCs, sending the Soul Eater at #26 after a named one with a
tactic to wait until they try to rest.
JuJu Zombie. Appears to be an ordinary zombie, although its flesh is less rotted and has a gray
color and is leathery and hard. A hateful light burns in the monster’s eves, as it realizes its
condition and wishes to destroy living things. It partially exists on the negative plane.
Medium undead, NE. AC13, 51hp (6d8+24), Sp30, climb 30’. Str 16, Dex 12, Con 18, Int 6, Wis
8, Cha 5. Saves Wis +1.
Resist fire, nonmagical weapons. Immune cold, lightning, necrotic, poison, charm, fear.
Darkvision 60’, PP9.
Brute (1 extra die damage, included in attacks). Undead Fort, at 0hp, Con save DC 5 + damage to
goto 1hp, unless radiant or a crit.
Each has a heavy crossbow, loaded with 1 magical bolt, +3 hit, 1d10+1 damage and DC13 Con
save or a limb turns to stone (random). Legs, half movement, disadvantage DEX rolls. Stone
limbs add 50 pounds to medium, 25 small, as encumbrance. This lasts for 1 hour or until stone to
flesh.
2. Garaflix is a true believer, a slave recently returned from stasis to serve his master. He is a
1HD commoner with genius engineering skills.
Metal Spider, huge vehicle (15x15). Speed 40’, 8 miles per hour. Str 20, Dex 14, Con 19, no
mental stats.
Immune fire, poison, acid, psychic, non-adamantium. +2 does full, +1 does ½, anything physical
or mental.
Hull AC19, 150hp. Helm. AC19, hp100. Moves legs. If destroyed, can’t move or attack.
Weapon: Acid Sprayer, recharge 5-6. AC17, hp50. Nozzle releases 30’ cone acid spray. DC15
Dex save or take 8d8 acid, save half.
Weapon: Bite. AC19, hp50. +10 hit, reach 5’. 2d12+5 piercing damage.
ACTIONS: can use Helm to move legs. Can fire Acid Spray or make 2 leg attacks and 1 bite.
BOOM!
Vordakai taunts them upon his death, that they have doomed themselves, for only his presence
kept the Plane of Vacuum at bay. In moments, he says, all will cease to exist. At this time, any
guards and wards fail, the prison walls fail. The Plane of Vacuum begins eating at the powerful
cube.
1d10+6 minutes after Vordakai’s death, the cube’s protections against the Vacuum plane cease
and everything will be irrevocably destroyed. Any denizens sense the impending doom and seek
to flee. Jillian knows the escape word (if dead, Orcus replica wand to speak with dead). If one of
the priestesses were freed, and the PCs are stuck, one beseeches her deity for her life and is
granted the knowledge for those who seek to flee. The PCs may come up with other ways.
AFTERMATH
Soul jar includes Barra Varn. While there are few survivors of Varnhold, she swears fealty on
their behalf to whatever cause the PCs issue. While decimated in numbers, she is now a Baroness
under Brevoy law with a claim to land.
If Xamanthe’s fate is told to Aecora of the Lyrune Quah, she rewards them with 6 greater healing
potions and 6 potions of lesser restoration. If alive, she also offers Skybolt. It is likely the act of
destroying Vordakai will unite the centaurs as allies to the PCs, so long as it is clear no more
land beyond the hexes immediately around Varnhold are claimed by humankind. This allows the
PCs to call upon a centaur army. However, it conflicts with Brevoy’s claim on all the lands.
The sphere of annihilation in their city starts to shrink, eventually stopping at 2’ diameter. It can
be permanently removed with the rod of cancellation. Otherwise, it becomes a permanent and
deadly feature of the realm.
Run the Surtova marriage event. Nicolai seeks to become a baron in name so he can justify
sending troops to pacify the region. Barra likely is willing to work with whatever PC plot keeps
him from achieving this goal as the pact was made to marry.