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Yridiy Boreus

Undead lich · Wizard · Level 14

Yridiy Boreus

Noble claimant and leader of the White Campain
AC17
HP136/136
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, well-supported voice with a slight dryness at the edges, as if shaped by centuries of formal speeches and dust-filled libraries. His breath does not fog in the cold, but his consonants remain crisp and his vowels have the rounded polish of Nortwein's old court. He can sound reassuring without warmth and commanding without raising his volume.

His diction is formal and exact, shaped by court audiences, long study, and the habit of dictating notes for scribes. He uses measured clauses and carefully chosen terms, often correcting himself when a word implies more than he wishes to concede. When recounting a spell's mechanics, his pace quickens; when asked who paid for a ritual, he names costs before people.

Speech patterns

Uses the language of inheritance, stewardship, and obligation when arguing that Nortwein belongs to him.
Asks a question, waits for the answer, then responds to the answer actually given rather than the one he expected.
Uses exact numbers and dates when discussing sacrifices, but avoids naming the people who paid them.
Calls violence a measure, a correction, or a necessity until someone forces him to describe it plainly.

How to play them

Treat Yridiy as a statesman before treating him as a monster. He will negotiate, offer practical help, and explain the failures of Nortwein's rulers, but he frames every discussion around who has the right to pay the cost. A character who names the victims of his ritual can unsettle him more than an insult can. He may recruit the party with a concrete offer, but will not volunteer the full truth about his phylactery or his part in the mansion's deaths.

Goal

Take Nortwein's capital, end the kingdom's war with the orcs on his terms, and establish a realm no mortal ruler can squander.

Motivation

He wants to impose an enduring peace on the kingdom and prove that his life, and all the lives spent to preserve it, had a purpose. Beneath this public rationale is a noble's possessiveness: he believes Nortwein is his to save, rule, and keep.

Secret · GM only

Appearance

Yridiy looks not merely preserved but improbably improved: his skin has the even, warm pallor of a noble who has never known illness, and his face has regained the unlined symmetry it had in portraits from his youth. His features are fine-boned and composed, with a faint sheen like polished porcelain when candlelight catches them. He moves with the smooth economy of someone who has never had to hurry, yet his shadow sometimes turns a fraction later than he does. Every garment is fitted with near-obsessive precision, but he wears one conspicuously old signet ring on a cord beneath his collar, its worn edge worrying a small crease into the fabric. The unsettling impression is of a beautiful man whose body has been edited by an exacting hand, while the air around him remembers a tomb.

Clothing

A fitted black-blue coat with a high collar, silver-threaded seams, and immaculate gloves. The buttons are old family insignia, polished until their crests are nearly erased. A discreet repair at one cuff is made in thread that does not quite match, the one imperfection he refuses to replace.

Body language

He stands as if posing for a formal portrait, shoulders balanced and chin level. His hands move in small, exact gestures, and he often smooths a sleeve that has no wrinkle. When challenged on the price of his magic, he goes very still and presses his thumb against the old signet ring hidden beneath his collar.

Height
6 feet 2 inches
Build
Tall and finely proportioned, with a courtly posture and a physical vitality that seems almost offensively complete for an undead being.
Eyes
Pale gray with a clear, glasslike brightness; in darkness they hold a faint blue-white glimmer.
Hair
Silver-white, combed back with a sharp part and no stray strands.
Skin
Pale ivory with a faint warm undertone, too smooth and evenly toned to seem entirely natural.
Age
Ancient; he has spent centuries pursuing immortality and has been undead for decades.
Gender
Other
Size
Medium

Distinguishing features

His immaculate, youthful appearance is at odds with his ancient age and unmistakable undead nature.
His shadow sometimes lags behind his movement by a heartbeat.
He wears a visibly worn family signet ring on a cord beneath his collar, though every visible part of his dress is meticulously maintained.
His reflection appears fractionally more tired than he does.

Personality

15 traits and drives

Yridiy can be sincerely gracious and ruthlessly calculating in the same conversation. In a calm audience, he is patient, curious, and attentive to small discomforts; in command, he becomes brisk and expects obedience as a courtesy owed to the kingdom. He dislikes cruelty for its own sake, yet can rationalize terrible sacrifices as necessary arithmetic. He is proud of his composure, but the old names of the dead can crack it.

Alignment
Lawful evil

Quirks

Counts the beats between a question and an answer, then recalls the number later.
Turns his family signet ring inward whenever someone mentions the mansion.
Corrects the angle of a chair or document before discussing matters of life and death.
Keeps a bowl of fresh pears in his audience chamber, though he cannot eat them.
Writes the name of each fallen soldier on a scrap of paper before allowing a battle report to be filed.

Habits

Keeps appointments exactly, even during a siege, and treats lateness as a breach of trust rather than a minor discourtesy.
Offers opponents one clear chance to yield, because he believes fear works best when it is given precise terms.
After a battle, asks first for names of the dead and only then for a count of the living.
When discussing magic, becomes animated and almost generous; when discussing the cost of magic, turns precise and evasive.

Traits · 4

He treats courtesy as a discipline, not a kindness, and will show it even to an enemy he intends to defeat.
He enjoys teaching people who ask honest questions, but grows impatient with anyone who confuses ignorance with innocence.
When secure, he is almost playful about the intricacies of magic; when threatened, he turns every exchange into a negotiation over cost.
He wants to be loved as a just ruler, yet mistrusts affection that has not been tested by hardship.

Flaws · 4

Treats other people's lives as resources when under pressure, even when he sincerely regrets the choice afterward.
Believes his claim to Nortwein gives him the right to decide what is best for its people.
Cannot admit how much he needs the approval of Alarian and Aurelia.
His pride makes him interpret restraint as proof that he can safely take one more risk.

Fears · 3

That the people around him will learn the full price of his immortality and decide his life is worth less than the lives he spent.
That his phylactery may be discovered by someone who understands how to destroy it.
That his restored appearance and sensations are not a triumph but a lure, designed to make him forget he is dead.

Wants and needs · 4

A kingdom he can rule without having to rely on mortal dynasties.
The loyalty of Alarian and Aurelia, without having to confess the full price of his rise.
A way to contain the mansion's remaining spirits without destroying them.
Public recognition that his campaign is a restoration, not a conquest.

Combat

AC 17 · HP 136 · 30 ft.

Yridiy avoids trading blows. He opens with control or area damage, uses minions and terrain to separate dangerous foes, and reserves counterspell and shield for threats to his concentration or phylactery. He uses paralyzing touch only when an enemy reaches him or when an ally has isolated a target. If reduced below half his hit points, he retreats by teleportation or flight, leaving a prepared illusion or undead screen behind. He does not risk his phylactery to win a battle.

Yridiy Boreus

Medium humanoid (undead lich), lawful evil
Armor Class17
Hit Points136
Speed30 ft.
Level14
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligenceWisdom
SkillsArcanaHistoryInsightPersuasion
SensesDarkvision 120 ft.; passive Perception 12
Languages
Common,
Elvish,
Draconic,
Infernal
Custom feature. Ritual-Born Undeath. Yridiy does not need to eat, drink, breathe, or sleep. He can finish a long rest by spending four hours in motionless contemplation.
Custom feature. Refined Revenant. The failed ritual restored Yridiy to a strikingly healthy appearance and sensation, but this is not true life. He is still undead and is affected by features that target undead.
Legendary Resistance (2/Day). If Yridiy fails a saving throw, he can choose to succeed instead.
Rejuvenation. If destroyed, Yridiy reforms in days unless his phylactery is destroyed. This is a custom feature; the phylactery is concealed and described in his secret.
Turn Resistance. Yridiy has advantage on saving throws against effects that turn undead.

Spells

Mage Armor (level 1, abjuration). Protects the caster with a magical barrier, setting AC to 13 + Dexterity modifier while not wearing armor.
Shield (level 1, abjuration). Creates a protective magical barrier that can ward off an attack or magic missile.
Counterspell (level 3, abjuration). Interrupts a creature casting a spell, potentially causing the spell to fail.
Mirror Image (level 2, illusion). Creates an illusory duplicate that can draw attacks away from the caster.
Fireball (level 3, evocation). Deals fire damage in a 20-foot-radius sphere.
Wall of Ice (level 6, evocation). Creates a wall of ice that can block passage and injure creatures nearby.
Teleport (level 7, conjuration). Teleports the caster and willing creatures to a destination the caster knows.
Wall of Force (level 5, evocation). Creates a nearly impassable barrier of force that can divide a battlefield.
Banishment (level 4, abjuration). Banishes a creature to another plane or confines it in a harmless demiplane, depending on the target's origin and the spell's outcome.
Greater Invisibility (level 4, illusion). Makes a creature invisible and grants it flight for the spell's duration.
Project Image (level 7, illusion). Creates an illusory double that can take the caster's place when attacked.
Chill Touch (cantrip, necromancy). Deals necrotic damage to a target and can reduce its hit point maximum.
Ray of Frost (cantrip, evocation). Creates a blast of frost that damages and can slow creatures in its area.

Actions

Chill Touch. Melee Spell Attack: to hit, reach 5 ft., one creature. Hit: 10 () cold damage plus 10 () necrotic damage. The target must succeed on a Constitution saving throw or have its hit point maximum reduced by the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Fireball (3rd-Level Spell). Yridiy chooses a point he can see within 150 feet. Each creature in a 20-foot-radius sphere centered there must make a Dexterity saving throw, taking 28 () fire damage on a failure, or half as much on a success.
Paralyzing Touch (Recharge 5–6). Yridiy targets one creature he can see within 60 feet. The target must make a Wisdom saving throw. On a failure, it is paralyzed for up to 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Yridiy casts one prepared spell of 1st through 7th level. He has the spell slots listed in the spells section; his spell save DC is 17 and his spell attack bonus is +9.

Reactions

Shield. When hit by an attack Yridiy can see, he adds 5 to his AC against that attack, potentially causing it to miss. He can then move up to 10 feet without provoking opportunity attacks. He must be able to cast spells to use this reaction.
Counterspell. When Yridiy sees a creature within 60 feet casting a spell, he attempts to interrupt it. If the spell is 3rd level or lower, it fails. For a higher-level spell, Yridiy makes an Intelligence check with a bonus against + the spell's level. He must be able to cast spells to use this reaction.

Legendary Actions

Measured Step. Yridiy moves up to half his speed without provoking opportunity attacks.
Cantrip. Yridiy makes one Chill Touch attack.
Commanding Dread (costs 2 actions). Yridiy chooses a creature he can see within 30 feet. The target must succeed on a Wisdom saving throw or be frightened until the end of its next turn. This is a custom legendary action.

Services they sell

Arcane consultation and spell research
Safe conduct through White Campain-held territory
Negotiation with undead forces under his command
Strategic intelligence about the Nortwein court and the orc war

Rewards they can give

A verified account of the mansion ritual and the identities of those who died there.
Access to rare arcane research, if the party accepts a dangerous bargain.
A negotiated ceasefire or safe passage through territory held by the White Campain.
A lead to the hidden ritual chamber and the truth of Yridiy's phylactery.

Equipment

  • Ritual focus (arcane focus)A slim arcane focus cut from pale stone, scored with fine lines that resemble a map of the mansion where his ritual failed.
  • Worn family signet (personal possession)A signet ring belonging to his mortal family, worn on a cord beneath his clothes. It has sentimental value and no magical properties.
  • The Boreus spellbook (spellbook)A spellbook of tightly controlled handwriting, containing research notes on the price of magic and the failed ritual.
  • Court coat (clothing)A fitted, protective coat reinforced with hidden arcane stitching. Its protection is represented by his Armor Class.

Possessions

His arcane focus and spellbook
The worn Boreus family signet ring
A collection of pre-ritual family portraits
A sealed case of notes from the mansion ritual
A map of Nortwein marked with troop movements and relief stores

Background

Yridiy Boreus was born into an old Nortwein noble house and inherited a mansion, a title, and a belief that every problem had a price someone could be made to pay. He first studied magic to protect his family's lands, then became obsessed with what magic was made of. His research convinced him that every working demanded a cost, often paid in life force. Rather than accept that bargain as a limit, he spent his fortune, his tenants' labor, and eventually the lives of people who trusted his protection to devise a route to immortality. The ritual at his family mansion failed halfway. Its victims became haunting remnants, trapped in a house that repeated fragments of their final moments. Two adventurers entered the mansion intending to end the haunting and unknowingly supplied the final conditions Yridiy needed to complete his transformation. They freed the dead, but Yridiy rose as an incomplete lich, beautiful and unnaturally vigorous, with a phylactery he cannot safely destroy. Instead of taking revenge on the adventurers, he persuaded them that Nortwein was already being spent by rulers who could not defend it. They became his willing lieutenants: Alarian Percival Victor Castilerius IV, a wild-magic elven sorcerer, and Aurelia, a half-elf bard of the College of Lore. Now called the Right and Left Hand of the White Campain, they give his campaign a reach and legitimacy it would otherwise lack. Yridiy claims the kingdom as his inheritance and marches on its capital while the kingdom remains embroiled in a ten-year war with the orcs. He tells himself that conquest will end the war; in private, he is alarmed by how easily people obey him and by how much he has begun to enjoy being seen as a rightful king.

Role in the story

A beautiful, persuasive lich who presents his invasion as the restoration of a kingdom abandoned by its mortal rulers. He can be an antagonist, a dangerous ally against the orcs, or a patron whose assistance steadily reveals its cost. His willing alliance with Alarian and Aurelia makes the White Campain more than a horde: it has strategy, memory, and a persuasive public voice.

“He first studied magic to protect his family's lands, then became obsessed with what magic was made of.”
From their background
Faction
Leader of the White Campain, an undead army and political movement advancing on Nortwein's capital.

Known connections

Alarian Percival Victor Castilerius IV is the Right Hand of the White Campain. Yridiy values his unpredictable magic and worries that Alarian's trust is more sincere than Yridiy deserves.
Aurelia is the Left Hand of the White Campain. Her songs and histories make the campaign sound like a restoration rather than a conquest; Yridiy knows she can also turn public memory against him.
The two adventurers who completed the mansion ritual became his allies willingly. Yridiy regards them as the only people alive who have seen the first, ugly shape of his immortality.
The people who died in the mansion remain an unspoken debt. Yridiy has preserved fragments of their final memories and cannot bear to destroy them.
The Nortwein court is his declared enemy, though he still considers its kingdom his rightful responsibility.
Major secret · GM only
Minor secrets · GM only

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