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Varkut

Dwarf, demon · Warlock 20, custom Fiend-pact demon · Level 20

Varkut

Infernal contract negotiator and discreet fixer
AC19
HP285/285
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, controlled voice with a slight rasp at the start of each phrase, as though he is drawing breath through a narrow forge vent. His words are crisply articulated, with a subtle Dwarvish cadence shaped by years of bargaining. When angry, he speaks faster and more plainly, like a craftsman naming defects in a blade.

He speaks with the clipped precision of a dwarf raised around forge work and later trained to negotiate infernal contracts. His consonants land cleanly, like a small hammer testing metal; his breath catches in a faint rasp before he says a person's name. He does not raise his voice to dominate a room. He makes each sentence sound like a clause that has already been considered from every angle.

Speech patterns

Uses precise, courteous phrasing even when making threats.
Asks a question, waits through the answer, then identifies the one detail the speaker avoided.
Describes bargains in terms of boundaries, costs, and what each person can live with.
Uses dwarf proverbs when discussing work, family, or obligations.

How to play them

Offer Varkut a concrete problem and he will respond with useful questions, fair terms, and an unsettlingly good memory for details. He respects honesty more than obedience. A character who treats his family as leverage will become an enemy; one who helps them without demanding credit may earn his reluctant trust.

Goal

Find a way to annul his infernal bargain without condemning his family or leaving the Ninth Survey with a claim over the people he saved.

Motivation

He wants to remain the author of his own choices, protect his family from the consequences of his bargain, and prove that a demon can keep a promise without becoming anyone's property.

Secret · GM only

Appearance

Varkut is a dwarf of compact proportions and unnerving symmetry, with a sharply defined jaw, straight nose, and long, upturned eyes that give him the foxlike look of someone who has already anticipated your answer. His skin is so pale it seems almost translucent, showing faint blue veins at his temples. His shoulder-length hair falls in glossy, deeply waved obsidian locks, parted at the middle and swept down to his temples. He moves with measured economy: never hurried, never quite still, and always turning his head a fraction before the rest of him, as if listening for a door opening in another room. He leaves an impression of immaculate composure with something hot and watchful pressing just beneath it. Unexpectedly, he keeps a tiny, fragrant herb garden in a silver traveling case and can identify every plant by touch.

Clothing

A sharply cut white suit with a high collar, fitted waistcoat, and red roses embroidered along the lapels and cuffs in thread that catches light like fresh lacquer. He wears black gloves, polished boots, and a narrow red silk tie. The suit is immaculate, though its inside seams are reinforced with hidden armor.

Body language

He stands perfectly balanced, shoulders level, hands loosely folded as though waiting for a formal introduction. His gaze arrives a moment before his face turns. When irritated, he taps one fingertip against his cuff in an even count; when genuinely afraid, he stops moving altogether.

Height
4 feet 7 inches
Build
Short and broad-shouldered, with the dense, powerful frame of a dwarf and a stillness that makes him seem taller than he is.
Eyes
Glowing ember-red with narrow vertical pupils
Hair
Obsidian black, glossy and deeply waved
Skin
Sickly pale, nearly translucent, with faint blue veins visible at the temples
Age
Adult by dwarf standards, approximately 146 years old
Gender
Male
Size
Medium

Distinguishing features

Glowing red eyes with vertical pupils, long and tilted upward at the outer corners.
Sickly pale, nearly translucent skin with faintly visible veins at the temples.
Glossy, deeply waved obsidian hair, parted in the middle and falling to his shoulders.
Unusually symmetrical features, including a sharp jawline and straight nose.
A habit of turning his head slightly before his shoulders, as though tracking a sound no one else heard.

Personality

14 traits and drives

Varkut is considerate in ways that make people suspicious: he remembers preferences, keeps appointments, and notices who has been left out of a conversation. Yet he can be merciless when someone breaks a promise that others depend on. In private, he is unexpectedly patient with plants and children; under pressure, his humor turns dry and his courtesy becomes exacting. He craves genuine affection but instinctively tries to define its terms.

Alignment
Lawful evil, though his fierce loyalty to chosen companions can complicate that judgment

Quirks

Turns a teacup exactly one quarter turn before drinking, even when the cup is empty.
Carries rose petals in a small paper packet and uses their scent to test whether a room's air is stale or tainted.
Counts stair steps under his breath, then denies counting if anyone asks.
Keeps pruning shears in his inner pocket and trims dead leaves from houseplants during serious negotiations.

Habits

Studies a room's exits before choosing where to sit.
Offers practical help before emotional comfort, then quietly checks whether the help worked.
When he is pleased, he rubs a rose petal between thumb and forefinger until its scent releases.
In danger, he becomes more courteous and more direct, not less.
After making a promise, he repeats its exact wording to himself once.

Traits · 4

He offers real kindness but distrusts kindness that asks for nothing.
He enjoys elegant manners and dislikes waste, yet is capable of sudden, brutal decisiveness.
He is proud of his dwarf heritage while refusing to pretend his demonic nature is merely a curse.
He can be tender with the vulnerable and frighteningly cold toward the exploitative.

Flaws · 3

Treats trust as a contract to be negotiated, even with people who care for him.
Can mistake a carefully managed situation for a safe one.
His pride makes it difficult to ask his family for help.

Fears · 3

That his sister will pay the price of his pact in his place.
That his apparent control is merely the demon waiting for him to become tired.
Being reduced to a useful possession by the infernal court.

Wants and needs · 4

Wants to protect his family without ruling their choices.
Needs someone he can trust with the entire truth of the contract.
Wants to find a lawful loophole in the Ninth Survey's claim.
Needs to accept that his family may choose to help him, even after learning what he did.

Combat

AC 19 · HP 285 · 25 ft.

He opens by controlling the field with fear, wall of force, or hold monster, then uses eldritch blast and his rapier to punish exposed targets. He saves counterspell for spells that threaten his concentration or his escape. If pressed, he uses rosefire step to reposition and directs his legendary actions toward disrupting spellcasters and isolating vulnerable opponents.

Varkut

Medium humanoid (dwarf, demon), lawful evil, though his fierce loyalty to chosen companions can complicate that judgment
Armor Class19
Hit Points285
Speed25 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdomCharisma
SkillsArcanaDeceptionIntimidationPerceptionPersuasionInsight
SensesDarkvision 120 ft., passive Perception 16
Languages
Common,
Dwarvish,
Infernal
Dwarven Resilience. Advantage on saving throws against poison, and resistance to poison damage.
Fiendish Nature, custom. He is a true demon bound into a dwarf-shaped body. He does not need to eat, drink, or breathe, and he has resistance to fire damage.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Darkvision. Sees in darkness within 120 feet as if it were dim light.
Fiendish Rejuvenation, custom. If slain outside the Hells, his body dissolves into red sparks. Unless a holy symbol bearing his true name is destroyed, he reforms in the Hells after days.
War Caster. Advantage on Constitution saving throws to maintain concentration on spells.

Spells

Eldritch blast (cantrip, evocation). Varkut's at-will ranged spell attack, forming up to four beams of force.
Fireball (level 3, evocation). Deals fire damage in a 20-foot-radius sphere within 150 feet; creatures in the area make a Dexterity saving throw.
Wall of force (level 5, evocation). Creates a wall of force that can divide a battlefield or block passage.
Hold monster (level 5, enchantment). Attempts to paralyze a creature he can see within range; the target makes a Wisdom saving throw.
Bigby's hand (level 5, evocation). Creates a spectral hand that can manipulate objects, deliver touch spells, or strike a creature.
Counterspell (level 3, abjuration). Creates an invisible barrier that attempts to interrupt a creature casting a spell.
Mass suggestion (level 6, enchantment). Creates an illusion of a chosen creature or phenomenon, including convincing sound, smell, and temperature.
Plane shift (level 7, conjuration). Attempts to banish a creature to another plane or a harmless demiplane.
Mirror image (level 2, illusion). Creates an illusory duplicate that can take attacks in his place.
Greater invisibility (level 4, illusion). Varkut makes himself and chosen creatures within 30 feet invisible for up to 1 minute, ending the spell when he attacks or casts a spell.
Darkness (level 2, evocation). Creates a 20-foot-radius sphere of magical darkness that even darkvision cannot see through.
Binding Clause (level 9, conjuration). A custom 9th-level pact spell: Varkut invokes a clause of the Ninth Survey, forcing creatures of his choice within 60 feet to make a Charisma saving throw. On a failure, a creature is restrained by spectral red script for up to 1 minute. It repeats the save at the end of each of its turns. This spell is custom and is not an official D&D 5E spell.

Actions

Multiattack. He makes three attacks with his infernal rapier, or casts eldritch blast.
Infernal Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () piercing damage plus 18 () fire damage. Against a creature that is frightened of him, the rapier deals an additional 9 () psychic damage.
Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., up to four targets. Hit: 13 () force damage per beam. He can direct multiple beams at one target.
Foxfire Rebuke, custom. Each creature of his choice within 30 feet that can see him must make a Wisdom saving throw. On a failure, a creature is frightened for 1 minute. A frightened creature repeats the save at the end of each of its turns, ending the effect on a success. A creature that succeeds is immune to this feature for 24 hours.
Rosefire Step, custom. He teleports up to 60 feet to an unoccupied space he can see, leaving behind a burst of rose-red flame. Each creature within 10 feet of the space he left must make a Dexterity saving throw, taking 21 () fire damage on a failure, or half as much on a success.

Reactions

Infernal Rebuttal. When a creature Varkut can see hits him with an attack, he adds 5 to his AC against that attack, potentially causing it to miss. If it misses, Varkut can move up to 10 feet without provoking opportunity attacks.
Counterspell. When Varkut sees a creature within 60 feet casting a spell, he casts counterspell at 5th level, using his spellcasting ability. His spell save DC is 20.

Legendary Actions

Measured Step. Varkut moves up to half his speed without provoking opportunity attacks.
Rapier. Varkut makes one infernal rapier attack.
Terms of the Bargain (costs 2 actions). Varkut targets one creature he can see within 60 feet. The target 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, nobles, and dangerous merchants.
Provides discreet introductions to infernal agents and dwarf artisans.
Offers magical protection or combat assistance in exchange for clearly defined terms.
Can investigate the wording and provenance of a supernatural bargain.

Rewards they can give

A favor from Varkut, honored precisely and without hidden conditions.
A fragment of the Ninth Survey's contract archive, useful for uncovering infernal obligations.
The Courtesy, if Varkut is defeated and the party chooses to claim it.
A rare dwarf-grown herb that can be used as a component in a cure for fiendish corruption.

Equipment

  • The Courtesy (weapon)A finely balanced rapier with a dark, heatless blade and a hilt shaped like thornless rose stems. It counts as magical and grants +2 to attack and damage rolls; its damage is already reflected in the attack entry.
  • Rose-stitched suit (armor)A white suit reinforced with hidden infernal plates. Its protection is included in his Armor Class.
  • Traveling herbarium (personal)A compact silver case containing dwarf-grown herbs, seed packets, and a small pair of pruning shears.
  • Surveyor's signet (magic item)A black glass signet ring bearing the seal of the Ninth Survey. It is both a focus for his pact magic and a reminder of his obligation.

Possessions

The Courtesy, his infernal rapier
A reinforced white suit embroidered with red roses
The black glass signet of the Ninth Survey
A silver traveling herbarium
A packet of pressed flowers from his mother
A sealed copy of the original infernal contract

Background

Varkut was born among the deep-forge dwarves of a mountain hold, where his translucent pallor and red, slit-pupiled eyes made him a subject of fearful speculation. His mother, Drazha, insisted he was simply sickly; his father, Olek, taught him the family craft of setting gemstones into ceremonial blades. At twenty-seven, Varkut discovered the truth during a cave-in that trapped a mining crew. The trapped miners begged him to bargain with anything that would listen. Something answered from the crack beneath the mountain, and Varkut accepted a pact that opened the stone and saved the survivors, but left him carrying a demon's nature in a dwarf's body. Years later, he became a negotiator and enforcer for the infernal court known as the Ninth Survey, where he learned that a promise can be sharper than a weapon. He now operates in the surface city of Kestrel's Cough, named for the sulfurous wind that rolls through its old aqueducts. His former mentor, Zorik, wants him back in the court's service; his estranged sister, Branka, wants him to sever the pact before it consumes their family's name. Varkut is secretly trying to find a way to do both without sacrificing either.

Role in the story

A formidable ally, antagonist, or uneasy patron whose personal struggle can pull the party into infernal contract politics. He can provide information, negotiation, and dangerous magical support, but his family and unfinished bargain create stakes beyond any single deal.

“His mother, Drazha, insisted he was simply sickly; his father, Olek, taught him the family craft of setting gemstones into ceremonial blades.”
From their background
Faction
Former agent of the Ninth Survey, an infernal court that records and enforces contracts. He maintains discreet ties to dwarf artisans and negotiators in the surface city.

Known connections

Drazha, his aging mother, who still believes there may be a cure and sends him pressed flowers in sealed envelopes.
Branka, his elder sister and a respected forge-master, who has publicly denounced him but secretly keeps his childhood carving tools.
Zorik, his former mentor in the Ninth Survey, who taught him infernal contract law and now considers him overdue property.
The Ninth Survey, an infernal court named after an obsolete military map designation, whose agents still collect on Varkut's original bargain.
Major secret · GM only
Minor secrets · GM only

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