The Knight of Ash and Oath
He did not break his vow. He reforged it in death, and now it burns.
This is the final transformation of Ser Varn Hollowbrand — the tragic, noble man who once bled for peace and now walks as a cold echo of every promise no one kept. In this part, we focus on his design and stat block, without em dashes or emojis, and built for easy use as a mid-to-late campaign villain.
This is not where his story starts.
If you’ve only met Ser Varn Hollowbrand as the ash-clad revenant that walks now, you’ve missed the weight of what he lost. There was a time when he bled for peace, when he believed oaths were made to protect, not punish. That knight still matters.
To understand what he’s become, start here:
The Knight Who Bled for Peace
Character Overview
Character Type: NPC
Build Type: Roleplay-heavy with tactical combat utility
Build Role: High-level boss / narrative centerpiece / battlefield controller
This is not your typical lich. The Knight of Ash and Oath is not obsessed with power, immortality, or arcane dominion. He is not a necromancer in rotting robes. He is a knight still in armor, still bound to oaths no one remembers, still believing that the kingdom he died for must exist somewhere, still demanding order in a world that betrayed it.
He remembers every name. Every death. Every silence.
He does not crave destruction. He enforces meaning.
This Ain’t No Tower Mage with Glowy Bones
Ser Varn didn’t become some skeletal spell-flinger chantin’ about domination. No. What he became is worse. A knight who still thinks he’s serving something righteous. A knight who still remembers your father’s name, your grandfather’s dishonor, and your betrayal by bloodline.
He walks quiet. He doesn’t monologue. But every word he speaks feels like a stone dropped into a well of guilt.
You don’t reason with him. You confess.
The Knight of Ash and Oath (Lich Form)
Race: Human (Undead)
Class Template: Oath-Fused Warlord
CR Equivalent: 13 to 15
Alignment: Lawful Tragic
Core Abilities and Traits
Ashen Oathfire (Passive Aura)
All creatures within 30 feet must succeed on a Wisdom save (DC 17) at the start of their turn or have Disadvantage on their next attack or saving throw. If they have ever broken a vow (personal, magical, or narrative), they take 2d6 psychic damage on failure. No creature is immune to this aura except constructs.
Names of the Fallen (3/Day)
Varn whispers the names of three souls who died on Ashtrail Field. Each creature within 60 feet must make a Charisma save (DC 18) or be silenced until the end of their next turn. Failure also causes them to be Frightened of Varn for 1 minute. If they succeed, they instead take 4d6 radiant damage.
Unbreaking Step
Once per round, when Varn moves at least 10 feet toward an enemy, he becomes immune to all forced movement or restraints until the end of his turn. Any creature he ends movement adjacent to must pass a Strength save (DC 16) or fall prone, overwhelmed by pressure.
Ash-Clad Rebirth (1/Encounter)
When reduced to 0 HP, Varn erupts in cold fire. All creatures within 20 feet take 5d10 necrotic damage (Dex save DC 18 for half). He then reforms at the edge of Ashtrail Field, or the nearest bound battlefield memory, at half HP. This occurs only once per encounter and never more than once per day.
Oathcut Blade
Varn’s longsword has the following properties:
+2 weapon, deals 1d10 slashing and 1d8 cold psychic damage
On hit, targets cannot speak lies until the end of their next turn
On critical hit, the target takes an additional 3d8 radiant damage if they are a known oathbreaker (determined narratively or via Varn’s judgment)
Passive Features
Speech of Memory
Any character who has heard of Ser Varn in a positive context before encountering him must make a Wisdom save (DC 16) or hesitate when attacking him on their first turn. They can still act, but cannot target Varn directly.
Command Presence
Undead and oath-sworn creatures will not attack Varn unless ordered by a PC or uniquely compelled. His aura commands silence and deference.
Legendary Actions (If used in that format)
Oathfire Pulse – All creatures within 10 feet must make a Dex save or take 2d8 radiant damage.
Command Reversal – Choose one creature that just acted. Force them to make a Wisdom save or immediately take the opposite action they just took (e.g., move backward instead of forward).
Silence the Field – Suppress all sound within 60 feet until the end of the next round. Verbal spells fail unless caster succeeds on a DC 18 Int save.
Design Intent
Varn is not built for grind-heavy combat
He is a symbol, a curse, and a mirror
His power is emotional as much as mechanical
Ideal encounter length: 3 to 5 rounds
Ideal timing: Near campaign climax or major party betrayal
The Mind That Remains
Ser Varn Hollowbrand does not laugh. He does not gloat. He does not monologue like a villain from a bard's bad tale. What he does is far worse.
He remembers.
He remembers the exact words of the surrender order that never came. He remembers the face of every soldier who died while waiting for reinforcements. He remembers the last letter Breya sent and how long it took him to open it.
He does not hate the living. He pities them. They are still waiting for something that will never arrive. Like he once did.
To him, undeath is not a curse. It is a continuation of duty.
How to Use Varn as a Campaign Villain
Narrative Purpose: Varn is not a villain of conquest. He is a villain of consequence. He represents what happens when a righteous man is abandoned for too long, and decides to become the memory the world discarded.
Best Used When:
The party has grown comfortable with moral gray areas
The group has participated in or benefited from betrayal, broken vows, or forgotten alliances
A former ally, kingdom, or PC has failed to uphold something sacred
How He Enters the Campaign:
Through rumor: sightings of a knight who speaks in silence and leaves no footprints
Through recovered letters: the party intercepts Breya’s final message, addressed to someone who no longer breathes
Through battlefield memory: players relive moments of Varn’s death at Ashtrail Field and awaken something buried
Recommended Arc Length: 3 to 5 sessions
Session 1: Whispers, signs, and indirect consequences
Session 2: Discovery of the truth
Session 3+: A final decision — fight, redeem, or become part of the story
Can He Be Redeemed?
Only if the players understand one thing: Varn does not want to win. He wants to matter.
He is not redeemable through persuasion. He must be shown that the world he died for is not gone — that someone remembers the names he carried.
A redemption encounter might include:
Returning Breya’s forgotten sigil
Rebuilding the Bound Flame’s ruined symbol
Speaking the names of the soldiers from Ashtrail Field aloud in the right place
Choosing not to fight, even when he demands it
Any attempt to redeem him should come at real cost. If he is restored, he will not linger. He will not serve. He will simply rest.
Party Archetypes That Fit Best
Varn resonates most when at least one of the following is present:
A paladin, war cleric, or oath-based class
A bard or wizard who studies forgotten lore or tragic histories
A player who has previously betrayed a faction or NPC for gain
A knight-type character who has grown disillusioned or silent
A party that has become efficient, clever, and morally compromised
How to Roleplay Varn
Tone: Grave, measured, unhurried
Style: He does not waste words. Every sentence is purposeful. Every phrase feels carved.
Dialogue Samples:
“You wear the armor, but not the weight.”
“I do not walk for vengeance. I walk so the silence does not win.”
“If you still remember my name, then speak it. If not, draw your weapon.”
“I gave the world everything. It gave me ash.”
The Final Encounter
Whether it ends in battle, silence, or redemption, the players must choose how to face him.
There is no treasure here. No plot twist. No hidden artifact. Just a broken man still trying to hold the line.
The Last Word He Speaks
That’s your call.
Make it one word. A name. A place. A title. Something that means nothing to the party until it’s too late to ask what it meant.
That’s the scar he leaves behind.
The Last Order He’ll Follow
If your campaign needs a weight heavier than any blade, Varn is your answer. Not to punish the party. To test them. To see if anything they’ve done still matters.
Reach out through the Contact page if you want help forging Varn’s path into your campaign arc
Reflect his burden in Ashmaul, the Emberwake Hammer, a weapon that burns memory into every strike
Or test their resolve against The Sorceress Who Glows Like a Villain, a soul who walks the same line from another side
FAQ
Q: What’s the best level for a party to face Varn?
A: Around level 9 to 11, depending on party composition. Enough to fight him, but not enough to walk away clean.
Q: Can Varn be an ongoing presence instead of a single fight?
A: Yes. Let him walk through the background. Let him show up, say one thing, and vanish. The less they see him, the more they feel him.
Q: What if the party ignores him completely?
A: That is a valid choice. But make sure something else pays the price. Ashtrail Field expands. Breya breaks again. Someone else remembers what they forgot.