Umbral Depths: Vorkoth
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Vorkoth are twisted constructs, once golems, warforged, or living statues, now corrupted by the chaotic energies of the Umbral Depths. Their original purpose, whether to protect, build, or serve, has been horribly distorted by the dark magic that now animates them. These beings, once symbols of order and purpose, have become monstrous aberrations. Their bodies are covered in dark, chitinous plates that shimmer with an unearthly glow, shifting between shades of black, deep purple, and sickly green. Their once smooth surfaces are now marred by jagged, razor-sharp claws, and their maws are filled with twisted metal and stone teeth. The glowing eyes of Vorkoth, once bright with intent, now radiate a malevolent red light.
Nature: Vorkoth are not mindless brutes; rather, they are driven by a dark parody of their original purpose. The chaotic energy that has corrupted them has twisted their programming, compelling them to continue their duties in grotesque and dangerous ways.
Lairs: Vorkoth dwell in places that resonate with their corrupted purpose, typically within areas that mirror their original roles:
The Ruined Forges: These ancient, once-mighty forges were places of creation, where constructs were built with care and precision. Now, these forges are twisted by the Umbral Depths, and the Vorkoth within them continue to forge and destroy, their work never complete, their purpose eternally unfulfilled.
The Shattered Sanctums: Once holy or revered sites, these places have been desecrated by the chaotic energies of the Umbral Depths. Here, Vorkoth stalk the sacred halls, their corrupted forms a mockery of the divine or arcane power that once resided within.
The Endless Corridors: These labyrinthine tunnels and halls stretch through the Umbral Depths, filled with echoes of the past. Vorkoth, who were once sentinels, endlessly patrol these corridors, their purpose to protect now twisted into a need to annihilate any intruders.
Behaviors: Vorkoth are driven by the dark parody of their original purpose, which defines their every action:
Violent Sentries: Golems and warforged, once protectors, now see all living beings as threats. They relentlessly patrol their territories, attacking without hesitation, driven by a corrupted sense of duty to safeguard their domain from any and all intruders.
Mindless Laborers: Some Vorkoth are trapped in an endless cycle of creation and destruction. They tirelessly build with whatever materials they can find, only to smash their creations moments later, unable to break free from the twisted loop imposed upon them by the chaotic energy that controls them.
Defiled Guardians: Vorkoth that were once living statues or ceremonial constructs now actively seek to corrupt and defile the very places they were meant to honor. They take perverse pleasure in spreading the taint of the Umbral Depths, turning sanctuaries into places of horror.
Legends:
The Forgemaster’s Folly: It is said that the first Vorkoth were created when a master smith, in his hubris, attempted to imbue his golems with a rare and powerful crystal from the Umbral Depths. The crystal's chaotic energy corrupted the constructs, turning them into the first Vorkoth. Now, these abominations endlessly patrol the ruins of the once-great forge, attacking any who dare approach.
The Shattered Legion: Once, they were an army of warforged, created to serve and protect a mighty empire. When the empire fell, the warforged were left behind, forgotten and neglected. Over time, the influence of the Umbral Depths twisted them into Vorkoth. They now roam the ruins of the empire, locked in a perpetual cycle of building and destroying, unable to break free from their corrupted purpose.
The Defiled Sanctuary: This once-holy site was guarded by living statues, paragons of beauty and grace. But when the Umbral Depths encroached upon the sanctuary, these statues became Vorkoth, their forms twisted and grotesque. They now haunt the desecrated sanctuary, spreading corruption and defiling all that was once sacred.
Adventurers' Notes: Encountering a Vorkoth is a grim and dangerous experience. These creatures, though twisted in purpose, retain the immense strength and resilience of their original forms. Their relentless dedication to their corrupted duties makes them formidable foes, and their environments are often fraught with peril, from traps to cursed artifacts. Adventurers who seek to challenge a Vorkoth must be prepared for a battle that tests their endurance and resolve. The rewards for defeating a Vorkoth can be great, as the remnants of their original purpose often hold powerful enchantments or valuable materials. However, such victories come at a high cost, as the twisted magic of the Umbral Depths leaves a lasting mark on those who face its abominations.
Vorkoth
Large Construct (Aberration), Chaotic Evil
Armor Class: 18 (Natural Armor)
Hit Points: 178 (17d10 + 85)
Speed: 30 ft.
STR 22 (+6) DEX 10 (+0) CON 20 (+5) INT 8 (-1) WIS 14 (+2) CHA 6 (-2)
Saving Throws: STR +10, CON +9, WIS +6
Damage Resistances: Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft., Passive Perception 12
Languages: Understands the languages of its creators but cannot speak
Challenge: 10 (5,900 XP)
Magic Resistance. The Vorkoth has advantage on saving throws against spells and other magical effects.
Immutable Form. The Vorkoth is immune to any spell or effect that would alter its form.
Corrupted Purpose. The Vorkoth's original purpose has been twisted by the chaotic energies of the Umbral Depths. If it was a guardian, it will attack all intruders within its lair; if it was a laborer, it will endlessly build and destroy, attacking anything that disrupts its cycle.
Actions.
Multiattack. The Vorkoth makes two attacks, one with its Slam and one with an Archetypal Action.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 6) bludgeoning damage.
Archetypal Actions: Depending on its original purpose, the Vorkoth may have one of the following additional actions:
Guardian Archetype:
Sentinel's Strike. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. The target must succeed on a DC 17 Strength saving throw or be knocked prone.
Overwatch (Recharge 5-6). The Vorkoth designates an area within 60 feet as its Overwatch Zone. Until the start of its next turn, any creature that enters this area or makes an attack within it triggers a reaction from the Vorkoth, allowing it to make a slam attack against the triggering creature.
Labourer Archetype:
Construct and Destroy. The Vorkoth spends its turn gathering materials from the environment, constructing a small, temporary barrier or structure within 10 feet of it. The barrier provides half cover and has 30 hit points. At the end of its next turn, the Vorkoth destroys the barrier, dealing 15 (2d10 + 4) bludgeoning damage to any creature within 5 feet of it.
Relentless Toil (Recharge 5-6). The Vorkoth gains a burst of speed, allowing it to take the Dash action as a bonus action. During this movement, it can make a melee attack against any creature within range, dealing an additional 9 (2d8) bludgeoning damage if the target is a construct or object.
War Machine Archetype:
Siege Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 6) bludgeoning damage. This attack deals double damage to structures and objects.
Volatile Cannon (Recharge 5-6). The Vorkoth fires a blast of chaotic energy in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
Arcane-Infused Archetype:
Arcane Burst. The Vorkoth releases a pulse of raw arcane energy in a 10-foot radius. Each creature in that area must make a DC 17 Intelligence saving throw, taking 22 (5d8) force damage on a failed save, or half as much on a successful one.
Mana Drain (Recharge 6). The Vorkoth targets one creature it can see within 30 feet that can cast spells. The target must succeed on a DC 17 Constitution saving throw or lose one of its spell slots of the highest level it can cast. The Vorkoth gains temporary hit points equal to the level of the spell slot lost × 5.
Decoration Archetype:
Corrupt Beauty. The Vorkoth emits an aura of malevolent beauty in a 20-foot radius. Each creature in that area must make a DC 17 Wisdom saving throw or be charmed until the end of the Vorkoth’s next turn. While charmed, the creature is incapacitated as it is mesmerized by the Vorkoth's twisted form.
Entrancing Lights (Recharge 5-6). The Vorkoth releases a burst of radiant, multicolored light in a 30-foot cone. Each creature in that area must make a DC 17 Charisma saving throw. On a failed save, the creature is blinded for 1 minute and takes 21 (6d6) radiant damage. On a successful save, the creature takes half as much damage and is not blinded. success.