Fatum et Sanguis world illustration - Vampire theme
Vampire

Fatum et Sanguis

S
Scarticus

Varethis, the land of undeath. From the vampire stronghold of Rivenholm to the stalwark bastion of hope known as Ebonreach, enter Fatum et Sanguis and forge your own path.


Author's Note: Welcome to Varethis: A Realm of Shadows and Light Varethis is a land shaped by ancient conflicts and fragile alliances, where the echoes of past struggles bleed into the present. It is a world of looming gothic architecture and vibrant sanctuaries, a place where hope clings to the edges of despair. At its heart stand two great cities—Rivenholm, a vampire stronghold draped in mist and mystery, and Ebonreach, a beacon of refuge and resilience. - Rivenholm, where moonlight fights against the encroaching fog that coils through narrow streets. Here, power is measured in blood and secrecy. It is a city governed by the Nightshade Council, a cabal of vampires who manipulate the balance of fear and fealty. Yet beneath the surface, rebellion stirs—the Riven Pact, a clandestine force of hunters and insurgents, fights to loosen the Council’s grip. - Ebonreach, where the weary and the hopeful gather beneath soaring spires. A bastion against encroaching darkness, this city thrives under the guidance of various factions, each playing a vital role in its survival. Throughout Varethis, these factions define allegiances and ambitions: - The Hollow Clergy, a brotherhood of priests and paladins who invoke divine strength to ward off corruption, guiding lost souls toward salvation or judgment. - The Ironhand Guild, a fraternity of artisans and merchants whose craft sustains both cities, shaping weapons, wonders, and wealth alike. - The Eclipsed Circle, scholars of the arcane, harnessing shadow and flame in pursuit of secrets best left buried. - The Rogue’s Syndicate, a network of thieves, spies, and assassins who thrive in shadows, unraveling intrigue and bending fate to their will. - The Dawnforged Order, warriors of indomitable might, standing as shields and swords against the encroaching forces that threaten civilization. Beyond the walls of these cities stretch lands of ruin and wonder—forests where forgotten deities slumber, crypts where the dead refuse peace, and crossroads where destiny is forged with blade and ink. This is the world you will tread, where every choice ripples across Varethis, shaping its fate.
Played12 times
Cloned0 times
Created
70 days ago
Last Updated
11 days ago
VisibilityPublic
Murkmire Wretch
CR 5Large Undead
Murkmire Wretch
HP Range80 - 90 (Avg: 85)
AC14
XP1800

Description

Murkmire Wretches are grotesque humanoid creatures, twisted by the pervasive rot of their city. Their bodies are bloated and covered in fungal growths, exuding a noxious aura that induces fear and hallucinations in those nearby.

Details
SizeLarge
TypeUndead
CR5
XP1800
Languagesunderstands Common but cannot speak
Defenses
Armor Class14
HP Range80 - 90 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Reanimation

If the Murkmire Wretch is reduced to 0 hit points, it must make a saving throw. On a success, it reanimates with 1 hit point after 1d4 rounds unless it is destroyed by fire or radiant damage.

Spore Burst

The Murkmire Wretch releases a cloud of spores in a 15-foot radius. Creatures in the area must succeed on a DC 15 Wisdom saving throw or be affected by hallucinations, becoming frightened for 1 minute.

Vitality Drain

A creature that starts its turn within 5 feet of the Murkmire Wretch must succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage and have its maximum hit points reduced by the same amount until it finishes a long rest.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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