Jorak Slavenfoe, A CR 10 political BBEG

by Lucian Astaroth

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A Tale of Rags

Jorak Slavenfoe was not born into the high society he now plays in. He grew thick skin and a sharp mind on the streets of Cerrik in his youth, determined to rise and rule a system that took his mother, unable to afford the life-saving medicine the rich hoarded in spades. Well-meaning though he started, politics makes monsters of men.

Positively Enchanting

Jorak knew he wouldn't be able to get there without the use of magic, but he would have to be subtle in a city that banned its use against other citizens, especially the wealthier folk.

So he learned to play the violin, the cello and the flute. He played for the rich until their pockets were dry of generosity, and then bought his way into the Sky District, bribing who he needed to.


He was indeed a bard of sorts, though he kept the magic away from the instruments he played and focused on his voice, speaking in sing-song regularly to mask the few times it was done with more malicious intent and laced with magic. In the span of 10 years, Jorlak had simultaneously worked his way up and down to the high tables in Cerrik, The City Council and The Oscuro Ring.

From there he manages his wealth of trading sectors and black market, constantly on the lookout for any opportunity to get closer to ruling the city.

The Hook

Jorak has orchestrated a string of murders, setting a precedent so that when Valein Cragg, the head of The Oscuro Ring, is killed on the streets in the following month, it won't arouse as much suspicion.

However, Valein Cragg likes knowing when and why all the murder in his city is happening, and so is breathing down Jorak's neck to find out more about it all.

So Jorak hires the players under the pretence of being a worried noble fearing for his life, looking to frame them or even to charm them into committing real murders themselves.

Jorak Slavenfoe


Jorak is designed to fit into a political campaign either as a BBEG or possibly as a temporary tenuous ally if the players themselves also seek to climb the political ladder and do not lean very much towards good.

The players will have to uncover clues and piece together the information to find the culprit, their motive and the next target, if any.

The details of the murders and how Jorak plans to frame them will depend on each campaign.

Confrontation

If Jorak is confronted by the players, he will weigh his options carefully. He knows his own limits, when to play it dumb and how to launch a surprise attack. He's not above making a deal with the players if they find him out, though will likely look to deal with them if they begin to look like competition.

However, he will only resort to violence if he's absolutely sure that there are no witnesses. Otherwise he attempts to use his spell list to manipulate and turn his enemies against one another.


Additionally, he will use Infiltrate against any person he deems dangerous, and activate when he is sure that the consequent mayhem can't be linked to him.

  • Created by u/LucianAstaroth
  • This is Version 2.0 of Jorak Slavenfoe
  • Art: Vencarlo by Njoo


Jorak Slavenfoe

Medium humanoid (human), lawful evil


  • Armor Class 16 (studded leather, cloak of protection)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 20 (+5)

  • Saving Throws Str +0 Dex +4, Con +7, Int +2 Wis +2, Cha +10
  • Damage Resistances poison
  • Condition Immunities charmed, poisoned
  • Skills Acrobatics +8, Deception +15, Insight +11, Perception +6, Persuasion +10, Sleight of Hand +8, Stealth +13
  • Senses passive Perception 16
  • Languages Common, Dwarven, Elvish, Undercommon
  • Challenge 10 (10,000 XP)

Subtle Caster. Jorak has perfected the art of discreetly casting spells mid-song or speech, and can do so without alerting non-spellcasters. Spellcasters attempting to discern whether Jorak is casting must make an Intelligence (Arcana) check contested by Jorak's Charisma (Deception) check.

Spellcasting. Jorak is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Jorak knows the following spells:

Cantrips (At will): mage hand, mending, minor illusion, vicious mockery

1st level (4 slots): charm person, detect magic, puppet, sleep

2nd level (3 slots): hold person, invisibility, on-the-fly prediction, phantasmal force, zone of truth

3rd level (3 slots): dispel magic, enemies abound, hypnotic pattern, major image

4th level (3 slots): confusion, dimension door, greater invisibility

5th level (2 slots): animate objects, dominate person, modify memory

6th level (1 slot): mass suggestion, true seeing

7th level (1 slot): etherealness, infiltrate

Enchanted Gear: Jorak has a cloak of protection and wields Rancor, a +2 magical rapier.

Actions

Multiattack. Jorak makes two attacks with Rancor, or one attack and casts vicious mockery.

Rancor. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target has disadvantage on its next Intelligence, Wisdom or Charisma saving throw in the next minute. If the target is charmed or frightened by Jorak, it takes an additional 27 (6d8) psychic damage.

Greater Mantle of Whispers (Recharge 5-6). Jorak learned a technique from a brief encounter with member of the College of Whispers. He can attempt to rob the essence of a creature within 60 feet that is charmed by him. The target must make a DC 17 Charisma saving throw or Jorak takes their shadow. Jorak can use the shadow as part of this action, or can store the shadow indefinitely to be used as an action at a later date, but can't have more than one copy of a creature's shadow. The benefits of a shadow are detailed below.

Reactions

Misdirection. When targeted by a melee weapon attack, Jorak makes a contested attack roll using Rancor, changing the target to another creature within 5 feet of him on a success.

Legendary Actions

Jorak can take 2 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jorak regains spent legendary actions at the start of his turn.

Traitor!. Jorak attempts to convince a creature that their allies are betraying them. The target must succeed on a DC 17 Wisdom saving throw or be charmed by Jorak until the start of its next turn, and must use its reaction to make a melee weapon attack against their nearest ally.

Cast a Spell (Costs 1-2 Actions). Jorak expends a spell slot to cast a 1st-5th level spell that he knows. Doing so costs 1 action for a slot of 2nd level or lower and costs 2 actions for a slot of 3rd to 5th level. Alternatively, Jorak uses an action granted to him by a spell (such as animate objects), at that slots's action cost.



Mantle of Whispers (As in College of Whispers in XGE):

When you use the shadow, you look like the person. This disguise lasts for 10 minutes or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance.

Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

 

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