Emperor Kaelthar Vane

Level 16 Human Warlock (The Fiend) β€” Pact of the Tome (The Fiend (Infernal Patron: Duke Vorgath))

Available with DM subscription
STR
8 (-1)
DEX
12 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
10
CHA
18 (+4)

Defense

Armor Class 16 (Mage Armor (via invocation) + 3 Dexterity)
Hit Points 115 (16d8 + 32 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws wisdom, charisma
Skills Religion +7, Deception +9, Persuasion +9, Intimidation +9

Features

Lair Actions: The Throne of Cinders

custom Level 16
Initiative count 20 (in the Obsidian Throne only)

On initiative count 20 (losing ties), Vane takes one lair action: (1) A gout of lava erupts from a floor fissure at a point he can see β€” creatures within 10 feet make a DC 18 Dexterity save, taking 4d6 fire damage on a failure, half on success. (2) Obsidian glass shards rain in a 20-foot radius β€” DC 18 Dexterity save or 3d8 slashing damage and restrained until escape (DC 18 Athletics/Acrobatics). (3) The ember aura flares: each creature within 30 feet takes 2d6 fire damage (no save) as the throne room ignites.

Eldritch Invocations (5)

class Level 16

Agonizing Blast (CHA mod added to eldritch blast damage per beam), Devil's Sight (see in magical and nonmagical darkness 120 ft.), Fiendish Vigor (cast false life at will, 1d4+4 temp HP), Mage Armor invocation (armor class 16 when unarmored), Sculptor of Fire (custom, is_custom: true β€” when Vane casts a spell that deals fire damage, he may choose up to three creatures to automatically succeed on their saving throws and take no damage).

Legendary Actions (3/turn)

custom Level 16
3 legendary actions, regained each round

Vane can take legendary actions at the end of another creature's turn: Cast a Cantrip (1 action), Infernal Command (1 action β€” one creature within 60 ft. makes a DC 18 Wisdom save or is frightened until end of its next turn), Fiendish Strike (2 actions β€” one weapon or eldritch blast attack), Summon Legion (3 actions, 1/day β€” summons 1 horned devil and 2 barbed devils that vanish at 0 HP or after 10 minutes).

Dead Man's Switch (Crown of Cinders)

custom Level 16
Special (campaign trigger)

If Vane dies while the soul engine still functions, the engine detonates: a hundred-mile radius of the Material Plane is dragged into Avernus. The switch can be disabled by destroying the engine first, or by shattering the Crown of Cinders (DC 18 Strength (Athletics) check) during the final battle.

The Soul Engine Sustenance

custom Level 16

While the soul engine beneath the Obsidian Throne functions, Vane does not age and regains 20 hit points at the start of his turn if he has at least 1 hit point. If the engine is destroyed, this feature ceases and Vane loses all benefits of his pact immortality.

Hurl Through Hell

class Level 14
1/long rest (triggered on hit)

When Vane hits a creature with an attack roll, the target is plunged through a glimpse of Avernus, taking 10d10 psychic damage and vanishing until the end of Vane's next turn (returns prone).

Legendary Resistance (3/Day)

custom Level 16
3/day, automatic

If Vane fails a saving throw, he can choose to succeed instead. Represented here as a character feature to preserve his BBEG durability without a monster stat block.

Pact of the Tome

class Level 3

Vane's Book of Shadows β€” a black iron codex bound in soul-coin foil β€” grants him the cantrips toll the dead, guidance, and mind sliver.

Fiendish Resilience

class Level 10
At the end of each short/long rest

Vane chooses one damage type (typically fire, necrotic, or force). He gains resistance to that damage type until his next rest.

Dark One's Own Luck

class Level 6
1/short or long rest

Add 1d10 to an ability check or saving throw after seeing the result. Must finish a short or long rest before using again.

Magic Resistance

custom Level 16

Vane has advantage on saving throws against spells and other magical effects, a gift woven into his infernal pact.

Spellcasting

Charisma DC 18 +10 to hit Level 6: 3 slots

Warlock slots are all cast at 6th level (3 per short/long rest). Mystic Arcanum spells (7th–9th) are each usable once per long rest and do not consume slots.

Eldritch Blast

Cantrip class
evocation 1 action 120 ft. V, S

3 beams (16th level), each 1d10+4 force damage on hit.

Prestidigitation

Cantrip class
transmutation 1 action 10 ft. V, S

Minor magical tricks; Vane favors the scent of burning parchment.

Minor Illusion

Cantrip class
illusion 1 action 30 ft. S, M

Creates a sound or an image within range.

Toll the Dead

Cantrip pact of the tome
necromancy 1 action 60 ft. V, S

Wisdom save or take 1d8 (2d8 if damaged) necrotic damage as a mournful bell tolls.

Mind Sliver

Cantrip pact of the tome
enchantment 1 action 60 ft. V

Intelligence save or take 1d6 psychic damage and subtract 1d4 from its next save before Vane's next turn.

Hellish Rebuke

Level 1 class (fiend expanded)
evocation 1 reaction 60 ft. V, S

Dexterity save or take 2d10 fire damage (upcast to 6th level: 8d10).

Protection from Evil and Good

Level 1 class
abjuration 1 action Touch V, S, M

Wards a creature against aberrations, celestials, elementals, fey, fiends, and undead.

Scorching Ray

Level 2 class
evocation 1 action 120 ft. V, S

Upcast to 6th level: 7 rays, each 2d6 fire damage on a ranged spell attack hit.

Suggestion

Level 2 class
enchantment 1 action 30 ft. V, M

Wisdom save or follow a reasonable suggestion for up to 8 hours.

Fireball

Level 3 class (fiend expanded)
evocation 1 action 150 ft. V, S, M

Upcast to 6th level: 11d6 fire damage in a 20-foot radius, Dexterity save DC 18 for half.

Fly

Level 3 class
transmutation 1 action Touch V, S, M

Target gains flying speed 60 ft. for 10 minutes (upcast to 2 targets at 6th).

Banishment

Level 4 class
abjuration 1 action 60 ft. V, S, M

Charisma save or banished; fiends native to another plane are sent home (upcast to 2 targets at 6th).

Wall of Fire

Level 4 class
evocation 1 action 120 ft. V, S, M

Upcast to 6th level: wall deals 7d8 fire damage to creatures within 10 ft. on the chosen side (Dex save half).

Hold Monster

Level 5 class
enchantment 1 action 90 ft. V, S, M

Wisdom save or paralyzed for 1 minute (repeat save each turn).

Scrying

Level 5 class
divination 10 minutes Self V, S, M

Observe a creature known to you anywhere on the same plane.

Circle of Death

Level 6 class
necromancy 1 action 150 ft. V, S, M

60-foot sphere; Constitution save or 8d6 necrotic damage (half on success).

Plane Shift (Mystic Arcanum, 7th)

Level 7 class
conjuration 1 action Touch V, S, M

Travel between planes; attack-based banishment to Avernus is Vane's signature cruelty.

Dominate Monster (Mystic Arcanum, 8th)

Level 8 class
enchantment 1 action 60 ft. V, S

Wisdom save or charmed and under Vane's command for 1 hour.

Imprisonment (Mystic Arcanum, 9th)

Level 9 class
abjuration 1 minute 30 ft. V, S, M

Wisdom save or imprisoned (Vane favors the Minimus Containment variant β€” the same magic that powers his banishment trap).

Behind the character

Character Information

Emperor Kaelthar Vane is a tall human man frozen at the peak of his prime β€” dark hair swept back without a single gray strand, sharp aristocratic features untouched by forty-three years of rule, and eyes that burn a faint, restless ember-orange, the visible stain of his infernal pact. He wears obsidian-black plate-and-cloth regalia stitched with bronze infernal script that shifts subtly when read, and above his brow floats the Crown of Cinders: a ring of small embers that never cool, pulsing in rhythm with the soul engine far beneath the throne room floor.

A black iron scepter topped with a soul coin rests in his gauntleted hand; he turns it idly when thinking, and those who know him understand the habit as a collector counting his wealth.

Vane's presence is theatrical by design. He monologues because he believes destiny deserves narration; he leaves precautions everywhere because he was once a desperate man with nothing, and he has never forgotten the feeling. He is patient in a way mortals cannot afford to be β€” he has outlived every grudge except one. Beneath the imperial composure runs a current of shame he has spent four decades burying: the memory of who he was before the pact, and what he burned to become this.

His cruelty is precise rather than wanton; he does not torture for pleasure but makes examples, because examples are efficient. His genuine passions are few: order, permanence, and the quiet satisfaction of a ledger balanced. He regards the returning party not as a threat but as an inconvenience that arrived precisely on schedule β€” and, in his most private moments, as the last witnesses to a man he is determined no one will ever meet again.

Before the adventure

Character Background

Kaelthar Vane was born Aldric Vane, the second son of a minor border lord whose estate sat in the mountains above what is now Emberfall. Second sons inherit nothing, and Aldric learned early that his family's name was worth more than its lands and less than its debts. He was clever, charming, and quietly furious β€” a man who read infernal contract law for amusement and kept a ledger of every slight his elder brother and father ever dealt him.

At twenty-six, with the estate mortgaged and the family facing ruin, Aldric found a bronze coin in a market stall that should not have existed, stamped with his own face on one side. That night, Duke Vorgath came to him in a dream and offered a bargain: power, and the erasure of his debts, in exchange for a tithe of souls. Aldric agreed. His first payment was his own family β€” he burned the estate with his father, mother, and brother inside, and took a new name from the ashes: Kaelthar, a word in Infernal meaning 'the flame that outlives the wood.'

The pact made him a king in everything but title. Over fifteen years he cultivated allies, bought nobles, and built a reputation as a reformer-king who brought order to a fractious realm. When the realm's true heroes β€” the party β€” finally stormed his Obsidian Throne and cornered him, he was ready. His monologue was not vanity but theater: it gave the banishment trap beneath the glass floor time to charge. The party fell through fire into Avernus, and Vane sealed the Gate of Ash behind them, believing he had bought himself a century.

What followed was the empire. With the heroes gone and Vorgath's tithe quietly stopped β€” Vane reasoned that the soul engine made the duke's patronage redundant β€” he conquered the Material Plane in a decade and spent the next thirty-three perfecting it. The soul engine beneath the throne, designed by Vorgath but built by Vane's engineers, consumes mortal souls to sustain his unaging body and power his magic. Its fuel supply was grim mathematics: condemned criminals first, then political prisoners, then the heroes' own captured allies, whose souls burn brightest and last longest. Vane tells himself the engine is justice β€” that the realm's peace is worth its fuel β€” and for the most part he believes it.

But the engine is failing. The souls burn out; the output declines; Vane has begun, secretly, to age again. His response has been acceleration: the merging ritual that will fuse the Material Plane with Avernus and make him the god-king of a new infernal layer, forever beyond Vorgath's reach. The ritual requires components he has spent decades assembling β€” and one he has never possessed: the willing participation of souls who chose to return from Avernus.

The party's escape through the Gate of Ash was not a failure of his defenses. It was, in his calculus, the final ingredient arriving on schedule. He has been waiting forty-three years for them to come back, and he has prepared a welcome worthy of the occasion: a throne of black glass, a crown of embers, and a dead man's switch aimed not at them, but at the duke who thinks he owns the flame.

Threads to follow

Unresolved Plots

  • The stolen soul coin bearing Vane's original name remains hidden in Avernus, held by the Pale Oarsman. Whoever possesses it can unravel the pact's wording β€” Vane wants it destroyed, Seraphine wants it as leverage, and the party may find it on the Ferry of Lost Names.
  • A second copy of the pact contract, scribed at signing as infernal law requires, lies somewhere in the Rusted Citadel. Vorgath has never produced it, and Vane does not know where it is. Its discovery would let the duke bind Vane without setting foot on the Material Plane.
  • The souls of the party's old allies, chained in the soul engine, whisper through the glass floor of the throne room. Vane hears them at night. They know something about the engine's construction that he does not β€” a flaw Vorgath built in deliberately β€” and they are waiting for someone to free them.
  • High Inquisitor Thorne has begun keeping a private ledger of every soul collected, contrary to orders. Vane suspects Thorne believes the engine is an abomination he serves only to be near power. If Thorne defects, he takes the soul collector network with him.
  • The Gate of Ash was sealed from the Material Plane side after the banishment, but Vane's own banishment trap still holds the party's imprint β€” meaning the same magic that sent them to Avernus could, if inverted, send Vane there. He has never told anyone this vulnerability exists, and he has nightmares about it.

Beneath the surface

Secrets

  • Vane's original name is not Kaelthar Vane. He was Aldric Vane, second son of a minor border lord, who burned his family's estate β€” with his family inside β€” as the price of Vorgath's first bargain. The soul coin with this memory is the single object in existence that can make the pact's binding clauses reversible.
  • Vane did not build the dead man's switch as a weapon of last resort against the party. He built it as leverage against Vorgath: if the duke moves to reclaim him, the engine's detonation would drag a hundred miles of Avernus's border territory into the Material Plane, catastrophically disrupting Vorgath's domain. The party was never the intended audience.
  • Vane has not truly been immortal for the past decade. The engine's output has been declining as the trapped souls burn out, and Vane has been concealing the decay β€” subtle makeup, misdirection charms, and increasingly frequent 'meditative seclusions.' He is, in secret, aging again, and he knows the engine will fail within a few years regardless of what the party does.

What haunts them

Fears

  • Being dragged back to Avernus and returned to Vorgath's service β€” the banishment trap inverted against him, the debt collected in person, his empire dissolving above while he burns below.
  • Being remembered as Aldric Vane β€” the desperate second son who burned his own family β€” rather than Emperor Kaelthar, the immortal who conquered death itself. Erasure of his origin matters more to him than his empire.
  • Dying before his ritual to merge the Material Plane with Avernus is complete β€” because a Vane who dies with the engine intact becomes a soul coin in Vorgath's treasury, conscious, forever, in his creditor's vault.

What drives them

Aspirations

  • To complete the merging ritual and fuse the Material Plane with Avernus, becoming the mortal anchor of a new layer of Hell under his own name β€” a ninth-plus-one layer, with Vane as its god-king, forever beyond Vorgath's jurisdiction.
  • To destroy every record of Aldric Vane: the soul coin, the second contract copy, the Styx memory, and finally the witnesses β€” starting with the banished party, the only living souls who knew him before the pact.
  • To make his rule so absolute and so long that mortality itself becomes a historical footnote β€” an empire where his subjects are born, live, and die without ever knowing a world where the Obsidian Throne had another occupant.

Personal quest Β· 1

The Unpaid Tithe

Vane stopped paying his infernal tithe to Duke Vorgath forty-three years ago, believing himself beyond his patron's reach. Now the debt has come due: Vorgath's agents have begun slipping into the Material Plane through cracks in the soul engine's warding, and Vorgath himself demands the original contract returned or the debt paid in souls. Vane must either silence Vorgath's agents before the party learns of the betrayal, or quietly prepare a counter-bargain that would sacrifice his own lieutenants to the duke.

Current Stage

Identify the infernal infiltrators among the Emperor's Legion using Lady Seraphine's spy network.

Choice
Execute the infiltrators publicly to project strength, or interrogate them privately to learn Vorgath's true demands.
Public execution hardens the Legion's loyalty but confirms to Vorgath that Vane knows he is coming.
Mechanical Rewards
  • New invocation: Shroud of Vorgath β€” once per long rest, impose disadvantage on one attack roll against Vane as infernal shadow obscures him.
Narrative Rewards
  • Vane gains leverage over Duke Vorgath, complicating the party's alliance with the Infernal Court.
  • The soul engine's stability becomes a visible, escalating threat across Act 3.

Personal quest Β· 2

The Hollow Empire

Vane has ruled for forty-three years without aging, and his court has begun to notice. Whispers spread through Tidewatch and Emberhold that the Emperor is a lich in all but name. Vane commissions High Inquisitor Thorne to root out the whisperers, but each purge feeds the resistance's narrative and drives more souls to Mara Voss. Vane must decide how far the purges go β€” and whether to stage a public 'miracle' to reframe his unaging body as divine right.

Current Stage

Direct Thorne's inquisitors against the whisper network in the capital.

Choice
Order a brutal purge of Emberhold's clergy, or stage the 'Festival of the Undying Flame' to canonize his immortality.
The purge fills the soul engine with fresh souls and strengthens Vane, but martyrdom swells the Free Peoples Alliance.
Mechanical Rewards
  • Either an upgraded Soul Engine Sustenance or a permanent social dominance buff, per the player's (DM's) choice of branch.
Narrative Rewards
  • Vane's public image is reshaped β€” tyrant or god β€” altering how the final confrontation opens.

Personal quest Β· 3

Echoes of Kaelthar

The Pale Oarsman holds a soul coin containing Vane's original name and the memory of who he was before the pact: a minor noble's second son who burned his own family's estate for a duke's favor. Vane cannot destroy the coin while it remains in Avernus, and its existence is a key to unraveling his pact's wording. Vane quietly dispatches Lady Seraphine to recover it β€” but she plans to keep it as insurance against him.

Current Stage

Send Seraphine across the Gate of Ash; monitor her via scrying.

Choice
When Seraphine hesitates to hand over the coin, dominate her permanently, trust her bargain, or travel to Avernus himself and leave the throne unguarded.
Dominating Seraphine burns away her loyalty and plants the seed of her betrayal; trusting her gives her the leverage she craves; leaving the throne opens the vault to infiltration.
Mechanical Rewards
  • One of: extra dominate monster usage, advantage vs. the Pact Contract Scroll, or an extra 6th-level slot β€” depending on the branch chosen.
Narrative Rewards
  • The truth of Vane's mortal past surfaces, usable by the party to shatter his confidence (DC 20 Intimidation gains a second trigger).

Major Decision

Context

The Tithe Crisis (Act 2)

Choice Made
When Vorgath's ultimatum arrives, Vane chooses: pay the tithe by feeding ten thousand mortal souls into a portal to Avernus, refuse and prepare for infernal invasion, or offer Vorgath the party's souls as payment in full.
Impact

Paying the tithe powers the engine to full strength (Vane regains all legendary resistances after each rest) but hands the resistance a massive recruitment grievance. Refusing triggers skirmishes with devils that the party can exploit. Offering the party's souls creates a mid-campaign ambush that, if survived, permanently enrages Vorgath against Vane β€” making the duke a reliable party ally.

Major Decision

Context

The Purge or the Festival (Act 2)

Choice Made
Vane decides whether to answer rumors of his unaging body with terror (Thorne's purge) or apotheosis (the Festival of the Undying Flame).
Impact

The purge upgrades Soul Engine Sustenance to 30 HP/turn but strengthens the alliance's ranks in the March on the Obsidian Throne. The festival grants advantage on social checks against mortals but weakens the engine, meaning the final battle's dead man's switch deals only half its apocalyptic radius if triggered.

Major Decision

Context

The Seraphine Gambit (Act 3)

Choice Made
Confronting Seraphine's hesitation over the soul coin, Vane chooses to dominate her, trust her, or leave the throne to retrieve the coin personally.
Impact

Dominating her grants an extra use of dominate monster but removes her from the final battle (and possibly turns her). Trusting her grants advantage against the pact contract's binding but gives her the means to betray him at the worst moment. Leaving the throne grants an extra spell slot but allows the party an uncontested vault infiltration.

Transformative Moment

Trigger

The party destroys the soul engine while Vane still lives.

Transformation

Vane loses The Soul Engine Sustenance and his pact immortality. His features age decades in a single round; his eyes dim from ember-orange to mortal brown. He fights the rest of the battle with desperate, mortal fury β€” and can finally be killed permanently.

Mechanical Changes

The Soul Engine Sustenance

Feature ceases entirely; no regeneration, aging resumes.

The engine that sustained the pact is destroyed.

Transformative Moment

Trigger

The Pact Contract Scroll is read aloud in his presence.

Transformation

The contract's binding words drag Vane's true name into the open. For one minute he suffers disadvantage on all saving throws as Vorgath's claim manifests, and his Legendary Actions cost double until the minute ends.

Mechanical Changes

Legendary Actions

Cost doubled for 1 minute after the contract is read.

The original pact's binding clauses reassert themselves.

Transformative Moment

Trigger

The Crown of Cinders is shattered by a DC 18 Strength (Athletics) check.

Transformation

The dead man's switch is disabled. Vane loses the Crown's fire immunity and its three daily fireballs, and his ember aura gutters out β€” the throne room begins to cool as his divine-right theater collapses.

Mechanical Changes

Crown of Cinders benefits

Fire immunity and 3/day fireball lost; ember aura disabled.

The crown, focus of the switch, is destroyed.

Ally

Lady Seraphine

Relationship Ally (uneasy)
Influence 0/10
Loyalty 0/10

Shared History

Vane recruited Seraphine thirty years ago from a Tidewatch noble house he had ruined, offering her a choice between the scaffold and his service. She chose service and built his spy network from nothing, uncovering three rebellions before they began and charming a dozen nobles into the Emperor's pocket. Vane values her precisely because she is treacherous by nature β€” he believes a spymaster loyal to anything but ambition is a spymaster someone else can buy.

Their relationship is a long game of mutual appreciation and mutual suspicion: he gives her secrets to trade, she gives him truths wrapped in flattery. Over four decades she has become the only person who speaks to him as an equal, and the only person he has never fully read. He suspects β€” correctly β€” that she keeps a soul coin with his original name as insurance, and that she has drafted a plan for his succession that ends with her on the Obsidian Throne.

Potential Breaking Points

  • If Vane shows weakness after the soul engine is destroyed, Seraphine may switch sides mid-battle.
  • If the party offers her Vorgath's protection, she will trade the throne room's defenses for her life.

Enemy

Duke Vorgath

Threat Level 0/10
Conflict Type Infernal patron betrayed

Personal Stakes

Vorgath was Vane's patron and business partner for the first years of his reign. Their pact was elegant: Vorgath supplied the banishment trap, the soul engine's design, and the Crown of Cinders; Vane supplied a steady tithe of souls from condemned criminals and political prisoners. But Vane, believing the engine made him self-sufficient, stopped the tithe forty-three years ago and sealed the Gate of Ash behind the banished party. Vorgath has spent four decades turning that insult into a strategy β€” cultivating agents in the Emperor's Legion, whispering through dreams, and waiting for the banished heroes to return.

For Vorgath, this is not merely business: a mortal who cheats a duke of Hell in front of the entire Infernal Court cannot be allowed to prosper, or every devil's contracts become worthless. For Vane, Vorgath is the one creditor he cannot burn, imprison, or outlive β€” the living proof that his crown is leased, not owned. Each wants the other's destruction, and both know the original contract in the Emperor's Vault is the weapon that will decide it.

Possible Resolutions

  • The party can deliver the pact contract to Vorgath, turning the Infernal Court openly against Vane in the final battle.
  • Vane can attempt to destroy the contract and bind Vorgath permanently β€” a ritual the party can sabotage.

Faction

The Emperor's Legion

Standing 0/10

Influence

Vane built the Legion from the shattered royal army he inherited forty-three years ago, fusing mortal soldiers with infernal officers seconded from Avernus before the tithe stopped. The Legion is his instrument of order: it garrisons Emberhold, runs the soul collector convoys, and enforces the empire's brutal but efficient peace. Vane's relationship with the Legion is transactional devotion β€” he pays in victory, discipline, and the quiet terror of his unaging presence.

Senior commanders like Lord Malrec worship him as the empire's living foundation; the rank and file fear the soul collectors more than any enemy. But the Legion's loyalty has a fault line: the infernal officers answer ultimately to Avernus, not to Vane, and since the tithe stopped, Vorgath has been quietly buying them. Vane knows this and compensates by keeping mortal commanders like Malrec promoted above their infernal peers, and by feeding the Legion's pride with spectacle β€” parades, the Festival of the Undying Flame, public executions framed as justice.

If the soul engine falls, the Legion's infernal half may defect in the middle of the final battle, and Vane's mortal soldiers β€” who have never seen him bleed β€” may break the moment he does.

Obligations

  • Vane must continue providing the Legion victories and spectacle to maintain morale.
  • He must keep infernal officers outnumbered by mortal command to limit Vorgath's leverage.

Benefits

  • The Legion provides armies, war machines, and the garrison that shields the Obsidian Throne.
  • Soul collectors feed condemned prisoners to the engine, sustaining Vane's immortality.

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