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Dazeki Vorn

Dwarf, fiend-touched · Warlock 20, The Fiend patron · Level 20

Dazeki Vorn

Infernal-bargain negotiator and covert debt buyer
AC19
HP285/285
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly rasped sound shaped by years of speaking over mine drafts and in negotiation chambers. His voice has a compact, clipped rhythm, with careful enunciation and a gravelly catch after prolonged speech. When furious, he becomes more forceful and exact, as though each word were a tool driven into stone.

His words have the dry, faintly rough edge of a dwarf raised among stone dust and ventilation drafts, but he shapes every phrase with a negotiator's care. He tends to state conclusions first, then offer the reason as if extending a courtesy. The occasional gravelly catch appears when he speaks for a long time. Under stress his vowels flatten and his consonants sharpen, the clipped cadence of someone calling through a tunnel.

Speech patterns

Uses people's full names when making a serious promise or threat.
Frames proposals as practical choices, then makes clear what each choice costs.
Asks a precise question, waits for an answer, and notices any word the speaker avoids.
Uses dry understatement when discussing danger, especially his own.

How to play them

Treat him as an attentive negotiator, not a cackling fiend. He listens for what the party is trying to protect, then offers useful, carefully limited aid. He respects people who keep promises and distrusts those who perform virtue for an audience. Showing concern for trapped workers or bringing him credible information about Kettik earns a rare, unguarded response. Threatening his sister ends the conversation immediately.

Goal

Buy enough of Kettik's debt contracts to free the miners and establish a refuge beyond the magistrate's reach before the fiend collects on its bargain.

Motivation

To make sure no one in Kettik is left behind a sealed door again, and to prove that a bargain with a fiend can be used to protect people rather than consume them.

Secret · GM only

Appearance

Dazeki is a dwarf with an almost translucent, sickly pale complexion, as if lamplight could show the blue tracery of veins beneath it. His symmetrical face has a sharp jaw, a straight nose, and a faintly sunken cast when viewed head-on, giving his foxlike expression a touch of hunger. Long, upturned eyes glow a steady, ember-red; their vertical pupils contract to hair-thin slits in bright light. Dark skin around the eyes makes a natural liner. His very wavy, chin-length obsidian hair shines when it catches light, with center-parted bangs falling to his temples. He is clean-shaven. He moves with measured, noiseless precision, turning his whole body toward a speaker rather than merely his head. The immaculate tailoring and deliberate stillness make him seem more like a courteous portrait that has stepped out of its frame than a dwarf accustomed to stone and smoke. Unexpectedly, he keeps a tiny, battered wooden toy boat tucked into his breast pocket, its bow polished smooth by constant thumb-rubbing.

Clothing

A sharply cut white suit with small red roses embroidered along the lapels, cuffs, and inner lining. Black gloves fit close to his hands, and polished black boots have reinforced toes. The suit is pristine, but the left cuff has a faint, carefully mended scorch mark.

Body language

He stands balanced and upright, hands usually folded at his waist. His right thumb repeatedly rubs the worn bow of the toy boat in his breast pocket. When someone mentions a sealed door or trapped worker, his shoulders set and his gaze fixes on them with unnerving intensity. In anger he does not retreat into stillness; he becomes more direct, closing distance and pointing out exactly what the other person has risked.

Height
4 feet 6 inches
Build
Compact and sturdy beneath a lean, tailored silhouette, with the broad shoulders and dense frame of a dwarf
Eyes
Glowing ember red with vertical pupils
Hair
Obsidian black, glossy in strong light
Skin
Sickly pale, nearly translucent, with faint blue veins visible at the temples
Age
Adult, approximately 168 years old
Gender
Male
Size
Medium

Distinguishing features

Glowing ember-red eyes with vertical pupils and an upward tilt that gives him a foxlike expression.
Naturally dark skin around his eyes resembles carefully applied liner.
Center-parted, very wavy obsidian hair falls to his chin and temples, shining in the light.
A battered little wooden boat rides in his breast pocket; its bow is polished smooth from his thumb.
No horns or tail, despite his unmistakably fiendish presence.

Personality

12 traits and drives

Dazeki is courteous because courtesy gives him time to measure people, but he is not emotionally detached: a sincere kindness can unsettle him more than an insult. In public he is precise, patient, and hard to provoke. With his sister he becomes teasing and stubborn, reverting to the blunt shorthand of their childhood. When frightened, he becomes controlling; when angry, he speaks plainly and advances rather than withdrawing.

Alignment
Lawful evil, tempered by genuine loyalty to a few people

Quirks

Rubs the worn bow of the toy boat in his breast pocket whenever someone mentions a locked room.
Turns a cup exactly one quarter turn before drinking, even when it is already aligned with him.
Counts the beats between a question and its answer with a faint tap of one gloved finger.
Keeps rose petals pressed between the pages of his contract book, then replaces them when they crumble.

Habits

Studies doors, windows, and reflective surfaces as soon as he enters a room.
Lets a silence stretch until other people reveal what they wanted to conceal.
Offers a practical kindness without announcing it, then denies that it was generosity.
When genuinely amused, his composure breaks in one short, surprised bark of laughter.

Traits · 3

He can be warmly attentive while mentally calculating the price of every promise.
He distrusts easy optimism but is stubbornly hopeful about people who have already failed him once.
He is courteous to adversaries and openly tender toward frightened children, two habits he considers equally practical.

Flaws · 3

Treats trust as a resource to be managed and sometimes mistakes honest affection for a weakness to exploit.
Cannot leave a trapped person unaided, even when doing so undermines his plans.
Believes he can control the fiend's demands by interpreting their exact wording.

Fears · 3

That his sister will discover the full terms of his infernal bargain and decide he cannot be trusted.
Being sealed behind stone again, unable to reach people calling for help.
That his efforts to free Kettik's workers will turn the refuge into a target.

Wants and needs · 3

Needs to keep Kett and the refuge safe without letting the fiend dictate the terms.
Wants evidence that can break the magistrate's control over Kettik's workers.
Wants someone to challenge his sacrifice before it becomes irreversible, though he would deny this.

Combat

AC 19 · HP 285 · 25 ft.

He prefers to control the field before committing to close combat, using wall of force or hypnotic pattern to divide enemies and eldritch blast to punish exposed targets. He uses teleportation and misty step to avoid being pinned down, and reserves his legendary resistance for effects that would end his concentration or remove him from the fight. If an ally is threatened, he abandons elegant positioning and closes with his rapier. He bargains for surrender when it can protect innocents, but does not mistake mercy for trust.

Dazeki Vorn

Medium humanoid (dwarf, fiend-touched), lawful evil, tempered by genuine loyalty to a few people
Armor Class19
Hit Points285
Speed25 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharismaConstitution
SkillsDeceptionIntimidationInsightPersuasionArcanaHistoryPerception
SensesDarkvision 60 ft., passive Perception 16
Languages
Common,
Dwarvish,
Infernal
Dwarven Resilience. Advantage on saving throws against poison, and resistance to poison damage.
Fiendish Nature (custom): Counts as both a humanoid and a fiend. He has no horns, tail, or other obvious demonic anatomy.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Infernal Constitution (custom): Resistance to fire and poison damage.
Darkvision. Sees in darkness within 60 feet as if it were dim light.
Pact Magic. Spell save , to hit with spell attacks. He has four 5th-level pact slots, regained after a short or long rest, and can cast the listed at-will spells without expending slots.
Legendary Resistance (3/Day): If he fails a saving throw, he can choose to succeed instead.
Custom CR 20 encounter. His level 20 character features are adapted for use as a powerful NPC. He is not a standard player character build.

Spells

Minor Illusion (cantrip, illusion). He invisibly creates an illusory sound or image within range, lasting up to 1 minute.
Eldritch Blast (cantrip, evocation). A beam of crackling force deals force damage on a hit, with multiple beams at higher character levels; Dazeki's custom NPC attack uses four beams.
Command (level 1, enchantment). He speaks a one-word command to a creature, which must succeed on a Wisdom saving throw or obey the command on its next turn.
Misty Step (level 2, conjuration). He teleports up to 30 feet to an unoccupied space he can see.
Hypnotic Pattern (level 3, illusion). He creates a 20-foot-radius sphere of twisting colors. Creatures in the area that fail a Wisdom saving throw are charmed, incapacitated, and have their speed reduced to 0 until the spell ends or they take damage.
Wall of Force (level 5, evocation). He creates an invisible barrier of force that can be shaped as a dome or a flat surface and lasts up to 10 minutes.
Gate (level 9, conjuration). He opens a portal to another plane, subject to the spell's requirements and risks.

Actions

Rose-Engraved Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage plus 18 () fire damage. He makes two attacks with his rapier.
Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., one creature. Hit: 22 () force damage. He makes four beams, which may target one creature or several. On a hit, a beam can push its target up to 10 feet away from him.
Velvet Command (custom). He chooses up to five creatures he can see within 30 feet. Each target must make a Wisdom saving throw or be charmed by him for 1 minute. A charmed creature regards him as a trusted friend. The effect ends early if he or his allies harm the creature. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. He casts one spell from his spell list that has a casting time of 1 action, expending a pact slot as normal.

Reactions

Rose-Embroidered Guard (custom). When a creature Dazeki can see hits him with an attack, he adds 4 to his AC against that attack, potentially causing it to miss. If the attack misses, the attacker takes 7 () fire damage.
Binding Interjection (custom). When a creature Dazeki can see within 60 feet targets an ally with an attack, Dazeki imposes disadvantage on the attack roll by speaking a binding word. The attacker must be able to hear him.

Legendary Actions

Measured Step. Dazeki moves up to half his speed without provoking opportunity attacks.
Quick Reprisal. Dazeki makes one Rose-Engraved Rapier attack or fires one beam of Eldritch Blast.
Infernal Appraisal (custom) (costs 2 actions). One creature Dazeki can see within 30 feet must succeed on a Wisdom saving throw or be frightened of him until the end of its next turn.

Services they sell

Negotiates with fiends, magistrates, and debt holders.
Can arrange discreet passage through Kettik's old mining routes.
Can obtain reliable information about infernal contracts and the people who enforce them.

Rewards they can give

A signed contract freeing a rescued party member or ally from a debt claim.
A safe route into Kettik's refuge, provided the party has earned Kett's trust.
A +1 rapier or a scroll of wall of force, offered as payment for protecting the miners.

Equipment

  • Rose-Engraved Rapier (weapon)A finely balanced rapier with rose motifs worked into the guard; treated as a +2 magic weapon.
  • Rosework Suit (armor)A sharp white suit embroidered with red roses, reinforced beneath its elegant cut with protective layers.
  • Black Gloves (clothing)Black leather gloves, close-fitting and reinforced at the knuckles.
  • Pocket Boat (keepsake)A small wooden boat made by his sister when they were children, worn smooth at the bow.
  • Kettik Signet (signet)A signet ring bearing the old mark of the ventilation-cutters of Kettik.

Possessions

A battered wooden toy boat from his sister
His Kettik signet ring
A folded list of debt contracts he intends to buy
A small purse of emergency healing supplies for miners

Background

Dazeki was born in the deep dwarf enclave of Kettik, where his family cut ventilation channels through volcanic stone. As a boy he was curious about the warm drafts that carried whispers between sealed chambers, and he learned to read the mine by sound. During a collapse, he heard trapped workers tapping from behind a wall that the overseer had ordered sealed. He disobeyed, broke the seal, and found his older sister alive among the dead. The breach also opened an ancient fissure, releasing the fiend that later bound itself to him. The bargain saved the remaining trapped miners, but it changed his body and left a red glow in his eyes. His sister, Kett, now runs a discreet refuge for workers fleeing abusive contracts; she loves him but refuses to excuse the bargains he makes. Dazeki left the mines, learned courtly spellcraft, and built a reputation as a negotiator who can end a war without raising his voice. He is currently buying the debts of Kettik's poorest families before a ruthless magistrate can claim their labor. The magistrate's agents have begun tracing the purchases to him, while the fiend that empowered him demands that he secure a legal foothold in the mortal world.

Role in the story

A dangerous but potentially valuable patron whose influence can free an exploited community. The party may help him expose the magistrate, confront the fiend behind his pact, or decide whether his intended sacrifice is a necessary cost or another kind of coercion.

“As a boy he was curious about the warm drafts that carried whispers between sealed chambers, and he learned to read the mine by sound.”
From their background
Faction
Formerly of Kettik's ventilation-cutters; currently an independent negotiator covertly purchasing debt contracts to protect miners

Known connections

Kett, his older sister, operates a refuge for exploited miners and suspects the cost of his infernal pact is higher than he admits.
Magistrate Gvak Torv controls the debt contracts Dazeki is quietly buying and has begun investigating the source of the money.
The fiend called Utkhar is bound to Dazeki through an old bargain and expects him to establish a lawful presence in the mortal world.
Major secret · GM only
Minor secrets · GM only

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