Lord Varrick Sanguine

Level 3 Vampire (custom SRD-compatible species) Warlock (The Red Sovereign — custom patron) (The Red Sovereign (custom patron, balanced against the Fiend))

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STR
8 (-1)
DEX
16 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
10
CHA
17 (+3)

Defense

Armor Class 15 (Studded leather armor (12) + Dexterity (3))
Hit Points 21 (3d8 + 6 (maximum for a named villain) +1)
Speed 35 ft.

Proficiencies & Skills

Saving Throws charisma, wisdom
Skills Stealth +5, Deception +5, Persuasion +5, Intimidation +5

Features

Misty Escape (Custom Species Trait)

species
special

When Varrick is reduced to 0 hit points or starts his turn Grappled, he can transform into a cloud of mist (Bonus Action, or automatically at 0 HP). In mist form he has a flying speed of 20 ft., is immune to nonmagical damage, and cannot take actions except Dash. If reduced to 0 hit points, he flees to his coffin in Sanguine Manor or the crypt and reforms after 1 hour.

Pact Magic: The Red Sovereign (Custom Patron)

class Level 1

Varrick's patron is the Red Sovereign, an ancient vampire entity. Custom patron expanded spells (always prepared, do not count against spells known): 1st — Charm Person, Arms of Hadar; 2nd — Misty Step, Suggestion. These are included in his prepared spells below.

Sunlight Sensitivity & Vampire Weaknesses (Custom Species Trait)

species

While in sunlight, Varrick has disadvantage on attack rolls and Perception checks that rely on sight. He is destroyed if reduced to 0 hit points by radiant damage, or if a stake is driven through his heart while he is Incapacitated in his coffin.

Vampiric Nature (Custom Species Trait)

species

Varrick is an undead. He has darkvision 60 ft., does not breathe, eat, or drink, and his reflection does not appear in mirrors. He has advantage on saving throws against the Charmed condition but is vulnerable to the sun.

Dark One's Blessing (Patron Feature, adapted)

class Level 1

When Varrick reduces a creature to 0 hit points or when a creature within 60 feet he can see is reduced to 0 hit points, he gains temporary hit points equal to his Charisma modifier plus his warlock level (3 + 3 = 6).

Black Scrying Mirror (Campaign Resource)

custom
special

A scrying device linked to the Red Sovereign (functions as the scrying spell, 1/day, DC 13). Touching it grants a vision of the Red Sovereign. Shattering it (AC 17, 15 HP) disrupts the Sovereign's gaze for the act.

The Red Ledger (Campaign Resource)

custom
special

A blood-written ledger listing future targets, ritual dates, and payments to the Crimson Choir. If Varrick is defeated, the ledger is left behind and becomes the party's key clue. He will risk much to recover it.

Blood Drain (Custom Species Trait)

species
special

When Varrick grapples a creature (DC 13 Athletics escape) and bites it as an attack, the bite deals 1 piercing + 2d6 necrotic damage, and Varrick regains hit points equal to the necrotic damage dealt.

Pact Boon: Pact of the Blade

class Level 3
special

Varrick can conjure his crimson rapier from his cane as a Magic action; it counts as a magic weapon he is proficient with. The rapier uses Charisma for attack and damage rolls.

Noble Background: Retainers

background

Varrick has three devoted servants (use Cultist statistics) who handle his affairs at Sanguine Manor and obey his orders without question.

Spellcasting

charisma DC 13 +5 to hit Level 1: 0 slots Level 2: 2 slots

Pact Magic: 2 spell slots of 2nd level, all regained on a Short or Long Rest. Spells cast with slots are always at 2nd level unless stated.

Chill Touch

Cantrip class
necromancy 1 action 120 ft. V, S

Ghostly hand deals 1d8 necrotic damage; target can't regain HP until start of Varrick's next turn. Undead also have disadvantage on attacks against Varrick.

Minor Illusion

Cantrip class
illusion 1 action 30 ft. S, M

Creates a sound or an image within range. Varrick uses it for theatrical flourishes and misdirection.

Vicious Mockery

Cantrip class
enchantment 1 action 60 ft. V

Wis save DC 13 or take 1d4 psychic damage and have disadvantage on the next attack roll before the end of its next turn.

Charm Person

Level 1 patron (expanded)
enchantment 1 action 30 ft. V, S

Wis save DC 13 or be Charmed by Varrick for 1 hour, viewing him as a friendly acquaintance. His signature opening move to turn a party member against allies.

Arms of Hadar

Level 1 patron (expanded)
conjuration 1 action Self (10-ft. radius) V, S

Tendrils of dark energy: each creature in radius makes STR save DC 13 or takes 2d6 necrotic damage and can't take reactions until its next turn (half damage on success).

Hellish Rebuke

Level 1 class
evocation 1 reaction (when damaged) 60 ft. V, S

Dex save DC 13 or take 2d10 fire damage, half on success. Cast using a 2nd-level slot (3d10).

Misty Step

Level 2 patron (expanded)
conjuration 1 bonus action Self V

Teleports up to 30 ft. to an unoccupied space he can see. His primary escape and repositioning tool.

Suggestion

Level 2 patron (expanded)
enchantment 1 action 30 ft. V, M

Wis save DC 13 or follow a reasonable suggestion for up to 8 hours. Varrick uses this to command allies to 'protect me' or 'deal with your friends.'

Spider Climb

Level 2 class
transmutation 1 action Touch V, S, M

Target gains a climbing speed equal to walking speed and can cling to ceilings for 1 hour. Varrick casts it on himself to lurk on crypt ceilings.

Behind the character

Character Information

Lord Varrick Sanguine is the very portrait of decadent aristocracy sharpened into a predator's edge. Tall and gaunt-pale, he moves with the unhurried grace of a man who has never needed to hurry for anyone, his long dark hair swept back from a high forehead, his wine-dark velvet coat embroidered with silver thread that catches candlelight like old blood. His eyes glow faint crimson when his hunger stirs, and his smile—charming, warm, and utterly without warmth—is his most dangerous weapon. He carries a black cane that transforms into a crimson-stained rapier, and he fights as he converses: elegantly, theatrically, and with a monologue never far from his lips.

Varrick is Lawful Evil in the old style: he believes in hierarchy, propriety, and his own natural superiority. He keeps meticulous ledgers, honors his agreements to the letter, and expects the same of others. He adores the adoration of his cult, the thrill of the hunt, and the sound of his own voice. He will charm a victim over three dinners before draining them, considering the seduction half the art.

Beneath the polish, however, runs a river of terror. Varrick has seen what the Red Sovereign does to failed envoys—he has read their names in his own ledger, felt their absence like missing teeth. His arrogance is armor over a man who knows he is expendable. He is vain about his appearance (no mirrors, cruelly), quick to fury when mocked, and secretly doubts he will survive the crimson moon he is laboring to bring about. He is meticulous because mistakes are fatal, and he plays with his prey because hesitation is the only luxury a damned man can afford.

Before the adventure

Character Background

Varrick was born Aurelian Sanguine, third son of a minor noble house in the old kingdom whose ruins lie beneath Ashenmoor's foundations. Sickly, consumptive, and contemptuous of his brothers, he spent his youth in libraries and salons, cultivating wit as a weapon since his body would never be one. When consumption promised him a slow, humiliating death at thirty, he did what aristocrats do: he bought a cure. A servant of the Crimson Choir heard his desperate prayers and offered the standard contract—eternal life for eternal service. He signed in his own blood and woke as a vampire, his house's name the only inheritance he retained.

Two centuries later, Varrick has outlived his family, his fortune's original source, and every human he ever loved. He has served the Red Sovereign in three cities, each assignment more demanding than the last. He survived the Ashenmoor purges of a generation ago by sacrificing his own cell—an act the Choir's inner circle has never forgotten or forgiven, and which Madame Seraphine, his Keeper, witnessed firsthand. Their relationship is built on that shared blood: she knows what he did; he knows she knows.

He arrived in Ashenmoor twenty years ago with a single mandate: prepare a vessel worthy of the Sovereign's manifestation at the coming crimson moon. He has spent two decades building Sanguine Manor into a fortress of respectability, seeding the High District with indebted nobles, cultivating the Crimson Choir's Undercity cell, and hunting the bloodline of the knight who once staked his master—for the Sovereign's vessel must come from that line, its blood thin enough to pour and noble enough to matter. The exsanguinated bodies in the Old Quarter are not random murders; they are calibration, the Sovereign tasting the city through its envoy's hand.

Varrick's manor operates on meticulous routine: cultist-servants by day (he never sees them in daylight), ghouls in the cellars, and the black scrying mirror in his crypt where he takes his nightly counsel from a master he both worships and dreads. He maintains three indentured retainers whose families live in his cellar as insurance—the kind of arrangement he considers perfectly reasonable and which would horrify any decent person.

His vanity is legendary and poignant: with no reflection, he relies on portraits painted from memory and the flattery of his cult, and he has been known to interrogate victims for hours about how he looks. His fury when mocked is not mere pride—it is the rage of a man whose self-image exists only in others' eyes.

He knows the crimson moon is his last chance. Deliver the vessel, and the Sovereign has promised him autonomy—his own domain, his own eternity, free. Fail, and his name joins the ledger of consumed envoys. This knowledge makes him meticulous, patient, and utterly ruthless—and also, in his unguarded moments, a creature of barely contained panic. He is not the campaign's true villain. He is its most desperate man, wearing the mask of its most confident one, and the party that understands this can exploit it: his fear makes him predictable, his pride makes him baitable, and his ledger makes him legible to anyone clever enough to read it. Sister Mira has been reading him for twenty years; the Red Ledger is the first time the reading has gone both ways.

Threads to follow

Unresolved Plots

  • The Covenant traitor's identity remains unknown; the coded letter in Varrick's study was signed only with a dawn-spiral sigil that matches no known Covenant rank, suggesting the traitor may be someone the party has already met and trusted.
  • The vessel—a young woman of the old knight's bloodline—has not yet been located. If the party finds her first, they hold the key to both the Sovereign's summoning and its greatest weakness, making her the most hunted person in Ashenmoor.
  • Seraphine Voss's private correspondence with the Red Sovereign through a second mirror means the Sovereign has two eyes on the city. Even if the party destroys Varrick's mirror, the Sovereign's gaze—and its plans—continue uninterrupted.
  • The crimson moon is approaching on a date recorded in the Red Ledger. Whatever ritual is planned for that night dwarfs the chapel ritual, and Varrick's crypt confrontation was only a delaying action while the true preparations continue elsewhere.
  • Varrick's coffin in Sanguine Manor is not his only resting place; the ledger references a 'first resting place' beneath the Chapel of Red Glass that predates the chapel itself, hinting that Varrick's ties to Ashenmoor are older than his twenty-year tenure suggests.

Beneath the surface

Secrets

  • Varrick's own name appears in his private Ledger of Souls—he was a dying consumptive noble who traded his soul to the Red Sovereign for undeath, and he knows exactly what the price of failure is because he has read it in his master's hand.
  • Varrick keeps Sister Mira's stolen covenant sigil ring in his locked study. He has worn it to three Covenant social functions under glamour, and Mira's superiors believe she lost it in disgrace—a private cruelty he savors.
  • Varrick has secretly begun preparing a contingency: a false vessel, a street orphan he has been feeding his own blood to for months. If the true vessel is lost, he intends to offer the Sovereign the child instead—and he tells himself the child's fate is a mercy compared to his own.

What haunts them

Fears

  • Being recalled by the Red Sovereign—drained, consumed, and worn as a vessel himself, the fate of every failed envoy before him.
  • Sunlight and the dawn, not merely as a mechanical weakness but as a symbol that his stolen immortality is a lease, not a deed, and every sunrise is a reminder the debt comes due.
  • Being mocked. His aristocratic pride is a wound; laughter at his expense has driven him to two impulsive killings that the ledger records as 'regrettable expenditures.'

What drives them

Aspirations

  • To complete the vessel ritual, be freed from the Sovereign's servitude, and become a true immortal in his own right—no longer an envoy but a sovereign himself.
  • To see Sister Mira broken, disgraced before the Covenant, and made to watch everything she has protected burn—preferably last.
  • To restore House Sanguine to its former glory, with himself as its eternal patriarch and Ashenmoor's High District as his family's feeding ground in perpetuity.

Personal quest · 1

The Vessel's Bloodline

Varrick's ledger hints that the 'vessel' for the Red Sovereign must come from a specific bloodline—the last descendants of the knight who staked the Sovereign centuries ago. Varrick sends agents to locate and abduct the final heir, who is hiding somewhere in Ashenmoor under an assumed name. If the party intercepts this hunt, they can protect the heir and learn the Sovereign's true weakness.

Current Stage

Decode the genealogical cipher in the Red Ledger to identify the heir's family name.

Choice
Warn the heir and expose them to the Choir's attention, or keep the knowledge secret for leverage.
Warning the heir gains a valuable ally who knows Sovereign lore; secrecy grants Varrick a bargaining chip against his master.
Mechanical Rewards
  • Radiant longsword relic 'Dawnfang' (+1, extra 1d6 radiant vs. undead)
  • Insight into the Red Sovereign's staking weakness
Narrative Rewards
  • The heir becomes a recurring ally and lore source
  • The party learns the vessel ritual's true requirements

Personal quest · 2

The Traitor's Ink

A coded letter found in Varrick's study confirms a mole inside the Dawnspire Covenant has been feeding him hunter patrol routes. Varrick must protect his source while the party works to unmask them. This quest runs parallel to the main plot and can be pursued from either side—Varrick's agents moving to extract the traitor, or the party laying a trap.

Current Stage

Trace the coded correspondence to a dead-drop in the High District's gaslamp quarter.

Choice
Stake out the dead-drop openly or plant a forged message.
A forged message can lure the traitor out but risks alerting Varrick; surveillance is slow but safe.
Mechanical Rewards
  • Access to Varrick's coffin location (enabling his permanent destruction)
  • Covenant safehouse upgrades
Narrative Rewards
  • The party learns how deep the Choir's infiltration runs
  • Varrick's trust network is crippled

Personal quest · 3

The Envoy's Ledger of Souls

Varrick keeps a second, private ledger—not of victims, but of debts. Every soul he has fed to the Red Sovereign is recorded, and he believes that if the ledger is completed and ritually burned at the crimson moon, the Sovereign will grant him freedom from servitude and true immortality. The party can steal, forge, or destroy this ledger to shatter his ambition—or turn it against him.

Current Stage

Infiltrate Sanguine Manor's locked study and locate the Ledger of Souls beneath the Crimson Chalice's ward.

Choice
Steal the ledger or copy its contents and leave it in place.
Stealing it enrages Varrick and forces him into the open; copying lets the party study the ritual while he remains unaware.
Mechanical Rewards
  • Option to strip Varrick's Misty Escape or empower him (GM's dramatic lever)
  • Freed souls may manifest as spirit allies for one scene
Narrative Rewards
  • The truth of how Varrick became a vampire—his own name is in the ledger
  • A direct channel to the Red Sovereign's prison

Major Decision

Context

When the party corners Varrick in the crypt, he offers a pact: spare him and he will surrender the Red Ledger, the location of the Covenant traitor, and a vial of the Sovereign's black blood—'the only weapon that can wound my master.' Killing him means losing the traitor's name and possibly dooming the city to an unprepared war.

Choice Made
Accept the pact, refuse and destroy him, or demand everything and stake him anyway.
Impact

Accepting grants the party the traitor's name and a Vial of Black Blood (weapon enchant), but Varrick becomes a recurring 'ally' who always negotiates from self-interest—each favor costs the party leverage. Destroying him reveals the Covenant traitor through his dying vision but forfeits the black blood weapon. Demanding everything then staking him gains all rewards but brands the party as oathbreakers in the eyes of the Sovereign, who marks one character with a crimson sigil (visible to undead, disadvantage on Stealth vs. undead).

Major Decision

Context

Varrick's three retainer-cultists are not willing servants—they are indentured debtors whose families he holds hostage in the manor's cellar. If the party discovers this during the manor infiltration, the retainers will secretly aid them in exchange for their families' freedom.

Choice Made
Free the families and turn the retainers, ignore them, or use the families as leverage against Varrick.
Impact

Freeing them removes Varrick's household guard and gains three informants who know the manor's secrets (advantage on the chapel infiltration). Ignoring them keeps the infiltration harder but avoids moral entanglement. Threatening the families turns the retainers into desperate fanatics who defend Varrick to the death, adding 2 Cultists to the crypt encounter—but Varrick, impressed by ruthlessness, will parley more respectfully (advantage on the first Intimidation check against him).

Major Decision

Context

The black scrying mirror is a two-way conduit. If a character touches it, they receive a vision of the Red Sovereign—and the Sovereign receives a thread of connection to them. Varrick warns them away, genuinely, because he knows what the gaze does: it plants a seed of the Sovereign's hunger in mortal minds.

Choice Made
Shatter the mirror, touch it for knowledge, or attempt to turn the scrying link back on the Sovereign.
Impact

Shattering it (AC 17, 15 HP) blinds the Sovereign for the act and denies Varrick his master's guidance—he fights the crypt battle without reinforcement cues. Touching it grants a vision revealing the Sovereign's prison and weakness (advantage on all checks about the Sovereign) but the character gains a permanent flaw: craving blood, and vampires have advantage on Charisma checks against them. Turning the link (DC 15 Arcana) lets the party scry the Sovereign once—but alerts it to their existence, and it sends a Hunter (recurring stalker) after that character in Act II.

Transformative Moment

Trigger

The party spares Varrick in exchange for the traitor's name.

Transformation

Varrick develops grudging respect for the party; in Act II he may appear to offer aid against a rival envoy—always at a price, and always advancing his own survival.

Mechanical Changes

Transformative Moment

Trigger

The party destroys Varrick permanently with radiant damage or a stake.

Transformation

His dissolution releases a scream heard across Ashenmoor; the Red Sovereign's attention turns fully to the city, accelerating the crimson moon timeline by one week.

Mechanical Changes

Transformative Moment

Trigger

A character touches the black mirror.

Transformation

The character begins dreaming in red; each long rest, they must resist (DC 11 Wisdom save) or wake exhausted as the Sovereign's hunger gnaws at them.

Mechanical Changes

Ally

Madame Seraphine Voss, Keeper of the Crimson Choir

Relationship devoted lieutenant and secret rival
Influence 4/10
Loyalty 7/10

Shared History

Seraphine was a chapel singer in the Undercity whose voice drew the attention of the Red Sovereign's whispers before Varrick ever arrived in Ashenmoor. When Varrick came to establish his cell of the Choir twenty years ago, he found her already leading a small flock of desperate faithful, and rather than compete, he made her his Keeper—organizer of rituals, keeper of the choir's hymnals, and the only servant who knows the full scope of the vessel preparation.

Their bond is built on mutual utility: she provides the faithful and the rituals; he provides the noble cover, the manor, and the Sovereign's direct attention. Over two decades they have buried dozens of bodies together, shared the Eucharist of black blood, and survived two Covenant purges by betraying each other's subordinates to save their own skins—an act each considers pragmatism and the other considers unforgivable. Seraphine secretly believes Varrick's aristocratic caution will doom the crimson moon ritual, and she has begun corresponding directly with the Sovereign through her own mirror, a usurpation Varrick suspects but cannot prove.

Potential Breaking Points

  • If Varrick fails to deliver the vessel, Seraphine will offer his coffin's location to the Sovereign's next envoy
  • She can be turned against him if the party proves the Sovereign intends to consume them both

Enemy

Sister Mira of the Dawnspire Covenant

Threat Level 4/10
Conflict Type ideological and professional

Personal Stakes

Twenty years ago, when Varrick first came to Ashenmoor, Sister Mira was a young novitiate who tracked him to a tenement where he had slaughtered a family of five. She drove a silvered blade through his shoulder and would have staked him had dawn not forced her retreat—an injury he still feels in cold weather and a humiliation he has never forgotten. He has killed three of her informants since; she has burned two of his Choir cells.

Their feud is the longest-running shadow war in Ashenmoor, and each keeps a trophy: he keeps her old covenant sigil ring, taken from a slain hunter, displayed in his study as a taunt; she keeps a list of every victim he has taken, and she has sworn to add his name to it before the crimson moon. Mira does not know Varrick serves something greater; Varrick does not know she has begun decoding his ledger's cipher. Their next confrontation is inevitable, and both have spent two decades preparing for it.

Possible Resolutions

  • The party can broker an uneasy truce to focus on the Sovereign
  • Mira will never accept Varrick's survival—any alliance is temporary

Faction

The Crimson Choir

Standing 5/10

Influence

Varrick is the Choir's nominal master in Ashenmoor, but the relationship is more symbiotic than command. The Choir is a decentralized faith of the Red Sovereign with cells in a dozen cities; Varrick's cell is the most successful because of his noble resources, but he is viewed by the inner circle as an outsider—a recent convert (a mere two centuries old) elevated above faithful who have served for a millennium.

The Choir provides him with cultists, ritual knowledge, and the black scrying mirror; in exchange, he supplies the vessel, the blood, and the political cover of his noble house. His authority within the faction rests entirely on the Sovereign's favor, which the ledger's coded letters suggest is genuine but conditional. Every failure—the burned cells, the escaped victims, the Covenant's growing investigation—is recorded, and Varrick knows that a third failure will result in his replacement by an envoy of the Sovereign's choosing, which in Choir tradition means being drained and worn as a vessel himself. This knowledge drives both his meticulousness and his mounting desperation as Act I's failures accumulate.

Obligations

  • Deliver a viable vessel before the crimson moon
  • Maintain the manor as a safehouse for traveling Choir members
  • Tithe one-third of all blood taken to the cell's reserves

Benefits

  • Reinforcements from other cells in emergencies
  • Access to Choir ritual sites across the region
  • The Sovereign's ear through the black mirror

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