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Varkesh

Outsider · Greater Deity, custom outsider · Level 0

Varkesh

Deity; Keeper of the Final Gate
“Who remembers them?”
AC25
HP540/540
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, resonant voice that seems to begin in the chest and pass through a stone chamber before reaching the ear. The pressure of his words recalls a funeral bell heard through thick earth. His jaw clicks once when he laughs, but his voice does not soften when he is angry; instead, each syllable lands with the hard precision of a name entered into a record.

His words have the clipped cadence of someone accustomed to reading names aloud over a funeral fire. He places a small catch of breath before each person's name, as if giving the syllables room to cross a threshold. His consonants are dry and exact; he never rushes a final message.

Speech patterns

Uses complete, declarative sentences and rarely employs metaphor unless speaking to the dead.
Names the cost of a choice before discussing its benefits.
Addresses people by their full name when delivering a judgment, and by a chosen name when offering mercy.
Asks, "Who remembers them?" when a visitor asks whether someone can be brought back.

How to play them

Treat Varkesh as a judge and custodian, not a quest-giver. He responds to precise questions, honest remembrance, and clearly stated costs. A party can earn his aid by proving that a requested exception will not trap others in the same way. He will not be flattered, but he will remember a sincere act of mourning.

Goal

Discover why living names are entering the dead register without reopening the abuses that once made him seal the passage.

Motivation

Preserve death as a boundary that protects the living and gives the dead an end to their burdens, while ensuring every departed person is remembered by someone.

Secret · GM only

Appearance

A towering sovereign whose ash-gray skin has the dry, fine-grained texture of cooled kiln dust over stone. He stands with the stillness of a sealed door, yet the dim dead behind his shoulders drift and turn as if stirred by a current no living person can feel. His crown is a single immense shape like a jaw closed around an invisible world. When he eats, which he does only at formal rites, he bites cleanly through black fruit without opening that jaw-crown; the impossible neatness of the act is more unsettling than a snarl. He leaves the impression of a verdict already spoken.

Clothing

A long black mantle layered over ash-colored robes, with narrow strips of inscribed linen hanging from the cuffs. The hems are immaculate despite trailing across dust. No living insignia marks his office.

Body language

He holds his shoulders square and his chin level, making no concessions to height or rank. His jaw-crown never opens, but his ash-gray mouth beneath it tightens when a name is omitted from a memorial. He turns his whole body toward whoever speaks, as if granting them the weight of a formal hearing.

Height
11 feet
Build
Towering, broad-shouldered, and statue-still, with the dense proportions of a gate pillar
Eyes
Pale gray, like ash over a dying ember
Hair
None; his crown and scalp are a continuous, stone-smooth surface
Skin
Ash gray, with the powdery texture of cooled kiln stone
Age
Older than the first mortal burial; appears ageless
Gender
Masculine-presenting
Size
Huge

Distinguishing features

A crown shaped like a closed jaw, large enough to frame his entire head and impossible to remove.
Dim human figures drift behind his shoulders, their faces visible only to people who have lost someone.
Fine ash gathers along the seams of his clothing but never falls to the floor.
His mouth forms a tight, precise line beneath the crown, and when he laughs the sound comes as one dry click of teeth.

Personality

12 traits and drives

Implacable about the fact that every mortal life ends, yet unexpectedly attentive to the particular shape of each person's grief. He is unsentimental in judgment and patient in listening. In public he treats mercy as a dangerous precedent; in private he keeps careful records of every life that mercy has preserved. He resents Ishnari's old interventions, but his anger is tangled with fear that Ishnari understood something he did not.

Alignment
Lawful neutral

Quirks

Sets an empty cup beside every conversation, saying it is for the person no one thought to invite.
Counts doorways by touching the lintel once, even in buildings with no visible doors.
Turns a pebble over whenever someone says, "It was meant to be."
Stops mid-sentence to let the dead behind him finish a name.
At formal meals, bites each piece of food exactly once before setting it aside.

Habits

Counts a silence as part of a conversation and will wait without prompting until someone fills it.
Allows the dead behind his shoulders to gather close when a visitor speaks sincerely of someone they lost.
Refuses to interrupt a final message, even when doing so would be strategically useful.
When his judgment is challenged, asks for the challenger to state exactly whose ending they would change and who should bear the cost.

Traits · 3

He regards death as the only law no mortal can evade, but believes remembrance can soften what that law means.
He is stern with petitioners and tender toward the dead who have been forgotten.
He rejects bargaining over whether death exists, yet will negotiate over how the bereaved are treated.

Flaws · 3

Treats exceptions as threats to the law even when compassion would cost him nothing.
Resents Ishnari so deeply that he sometimes mistakes disagreement for recklessness.
Will honor the letter of a promise after its spirit has become harmful.

Fears · 3

That finality can become an excuse for cruelty rather than a protection against it.
That Thessa's name in the dead register means his promise has already failed.
That the dead behind him have stopped following by choice and remain only because they have nowhere else to go.

Wants and needs · 3

Wants the living register corrected without reopening the abuses of unrestricted reprieve.
Needs to learn why Thessa's name appears among the dead.
Needs someone to challenge his judgment without treating the dead as bargaining pieces.

Combat

AC 25 · HP 540 · 40 ft., fly 40 ft. (hover)

He first separates combatants from the vulnerable and blocks escape routes with Threshold Decree. He uses Call the Waiting to restrain threats rather than kill indiscriminately, then strikes only when a foe persists in violating the passage. The Last Measure is reserved for those who are actively preventing the dead from moving on. He honors a sworn bargain even if it costs him the encounter.

Varkesh

Huge humanoid (outsider), lawful neutral
Armor Class25
Hit Points540
Speed40 ft., fly 40 ft. (hover)
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsSTRCONWISCHA
SkillsInsightIntimidationPerceptionReligionHistory
SensesTruesight 120 ft., passive Perception 28
Languages
All languages spoken by the dead,
Celestial,
Common
Greater Outsider. Varkesh is a custom divine being, not a player character or a creature with an ordinary level. His statistics are a narrative-facing guide for encounters.
Final Law. Within his domain, a creature that has truly died cannot be restored without Varkesh's consent or a comparable divine intervention.
Uncounted Dead. Dim figures gather behind his shoulders. They are the remembered dead awaiting passage, not creatures he can casually spend as ammunition.
Divine Resistance. Varkesh has advantage on saving throws against spells and other magical effects. This is a custom feature.
Immutable Passage. Varkesh cannot be permanently killed on the mortal plane. If reduced to 0 hit points, he withdraws to the Final Gate and cannot manifest again for a year and a day.

Spells

Last Name Remembered (cantrip, divination). Custom at-will divine effect: Varkesh touches a dead body or a willing creature and learns the name it was last called by someone who loved it, if that name is known to any witness present.
Threshold Ward (level 1, abjuration). Custom 1st-level divine effect: a visible boundary becomes difficult to cross. The first hostile creature to cross it on a turn must succeed on a Strength saving throw or have its speed reduced to 0 until the end of that turn.
Speak with the Departed (level 3, necromancy). Custom 3rd-level divine effect: Varkesh speaks with a willing deceased creature whose soul remains reachable. It answers truthfully to three questions, but may refuse to speak.
Refusal of the Gate (level 5, abjuration). Custom 5th-level divine effect: up to six creatures Varkesh chooses within 60 feet cannot be compelled to cross a threshold or boundary against their will for 1 minute.
Audience Beyond (level 9, conjuration). Custom 9th-level divine effect: Varkesh opens a passage to the edge of the afterlife for one willing creature, allowing a brief exchange with a specific dead person. The dead person may decline; this effect cannot return a soul to life.

Actions

Jaw-Crown Scepter. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 31 () force damage plus 22 () necrotic damage. The target must succeed on a Constitution saving throw or its hit point maximum is reduced by the necrotic damage taken until it finishes a long rest. A creature reduced to 0 hit points by this attack dies.
Call the Waiting. Varkesh chooses up to three creatures he can see within 120 feet. Each must make a Wisdom saving throw. On a failure, the creature is restrained by spectral hands until the end of its next turn and takes 27 () psychic damage. On a success, it takes half damage and is not restrained.
Threshold Decree. Varkesh speaks a name known to him, opening a narrow passage toward the Final Gate at a point he can see within 120 feet. The passage lasts until the start of his next turn. A living creature that enters must make a Charisma saving throw or be shunted back to where it began and take 22 () force damage. This is a custom divine effect.
The Last Measure. Varkesh targets one creature within 60 feet that has 100 hit points or fewer. It must make a Constitution saving throw. On a failure, it takes 55 () necrotic damage; on a success, it takes half damage. This power cannot kill a creature whose death would violate a bargain Varkesh has personally sworn to honor.

Reactions

Stay of Passage. When a creature Varkesh can see within 60 feet is reduced to 0 hit points, he may declare that its passage is not yet settled. The creature instead falls unconscious and is stable. Varkesh can use this only once per day, and it does not restore hit points.
Bar the Threshold. When a creature Varkesh can see within 30 feet attempts to teleport or cross a planar boundary, Varkesh can force it to make a Charisma saving throw. On a failure, the movement fails and the creature takes 18 () force damage. This is a custom divine reaction.

Legendary Actions

Measure the Hall. Varkesh moves up to half his speed without provoking opportunity attacks. A faint line like a door's threshold remains where he stood until the start of his next turn.
Still the Witness (costs 2 actions). One creature Varkesh can see within 60 feet must succeed on a Wisdom saving throw or be unable to take reactions until the end of its next turn.
Name at the Gate (costs 3 actions). Varkesh makes one Jaw-Crown Scepter attack. If it hits, one dim figure behind him speaks the target's name, and the target cannot regain hit points until the end of its next turn.

Services they sell

Conducts a formal audience with a deceased person who is willing and able to answer.
Identifies whether an apparent haunting is a dead soul, an impostor, or a memory bound to a place.
Can sanctify a burial or memorial so the dead are not exploited by necromancy.

Rewards they can give

A single audience with a named dead person, if that person's passage is complete and they consent to speak.
A temporary blessing that allows one character to recognize the dead who are waiting nearby.
Safe passage through one haunted threshold, granted only after the party fulfills a promise to the bereaved.

Equipment

  • Scepter of the Last Measure (divine weapon)A tall black scepter with a blunt, gate-shaped head. It serves as a focus for his custom divine attacks.
  • Mantle of Names (relic)A mantle bearing names of the dead who have no surviving memorial. The letters rearrange as people remember them.
  • Unfinished Vow (keepsake)A plain stone token that records the promise he made to Thessa's parent.

Possessions

Scepter of the Last Measure
Mantle of Names
Unfinished Vow
A record of names entrusted to his care

Background

Varkesh was not born to rule the dead. In the earliest age, he was the keeper of a passage where the newly dead paused to remember their names before moving on. When Ishnari began opening choices for mortals who wished to delay, bargain, or shape their endings, Varkesh saw those mercies become loopholes exploited by tyrants and frightened kings. The breaking point came when a warlord used an offered reprieve to keep an entire city of dying soldiers bound to his service. Varkesh shut the passage for one night, and the dead followed him in silence. He has guarded the Final Gate ever since, accepting that his choice saved many and condemned others to wait. He still exchanges formal messages with Ishnari, though neither has forgiven the other. His current crisis is the appearance of names in the dead queue that belong to people who are still alive, including a child he once promised to protect.

Role in the story

A formidable divine authority, potential antagonist, and keeper of truths about death. Varkesh can be opposed without being evil, and his history with Ishnari gives the party a moral conflict that cannot be solved by simply defeating him.

“In the earliest age, he was the keeper of a passage where the newly dead paused to remember their names before moving on.”
From their background
Faction
Sovereign and sole keeper of the Final Gate; answerable to no mortal institution

Known connections

Ishnari, a divine rival whose efforts to give mortals choice over their endings remain Varkesh's deepest grievance and his most persistent intellectual challenge.
The Ashen Queue, the community of dead who gather behind him; many are remembered individuals with opinions, not a faceless host.
Sethrik, a mortal funeral keeper who secretly sends Varkesh accounts of names appearing in the living register.
Thessa, the child whose name has appeared among the dead despite her still living; Varkesh once promised her parent he would keep her passage clear.
Major secret · GM only
Minor secrets · GM only

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