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Gilles de Rais, the Dark Marquis of Despair

“Unmasking the Chilling Secrets of Gilles de Rais: The Real-Life Bluebeard Revealed!”

Gilles de Rais
Midjourney
  • Alias: Bluebeard, Baron de Rais
  • Gender: Male
  • Race: Human
  • Occupation: Knight, Military Leader, Serial Killer and alchemist
  • Religion: Christian
  • Allies: Joan of Arc (initially), various nobles and servants
  • Enemies: French authorities, Church officials, commoners
  • Abode/Base of operations: Château de Tiffauges, France
  • Nationality: French
  • Languages: French
  • Alignment: Chaotic Evil
  • Affiliation(s): French military, House of Rais, occult circles
  • Significant others: Catherine de Thouars (wife)

Gilles de Rais, a complex historical figure, emerges as a enigmatic character in the annals of history. He is a man driven by a potent blend of ambition, fear, and obsession, with motivations that often teeter between the realms of nobility and darkness.

Gilles, a French knight and trusted comrade of Joan of Arc during the Hundred Years’ War, grapples with inner demons that drive his actions. His innate fear of losing power and prestige haunts him, compelling him to amass great wealth and influence. This fear, intertwined with a fervent desire for personal redemption and spiritual salvation, leads him down a perilous path.

Despite his valiant efforts on the battlefield alongside Joan of Arc, Gilles de Rais harbors a dark side. Consumed by his pursuit of alchemical secrets and the desire for eternal life, he becomes ensnared in a web of occult practices and unspeakable crimes. The horrors he commits, including accusations of child murder and demonic rituals, are both a manifestation of his desperate quest for immortality and a reflection of his spiraling descent into madness.

Yet, beneath the veil of infamy, Gilles de Rais remains an enigma, his motives and actions shrouded in mystery. Was he a victim of his own ambitions and fears, or an unrepentant villain driven solely by his dark desires? The tale of Gilles de Rais is one of contradictions and moral ambiguity, leaving historians and storytellers alike captivated by the complexities of his character.

Gilles de Rais, The Black Knight

Gilles de Rais, The Black Knight
Midjourney

Medium humanoid (human), Chaotic Evil

Armor Class 18 (Plate Armor)

Hit Points 195 (26d8 + 78)

Speed 30 ft.

STRDEXCONINTWISCHA
20 (+5)14 (+2)16 (+3)18 (+4)14 (+2)16 (+3)

Saving Throws Str +9, Con +8, Int +9

Skills Arcana +9, Deception +7, History +9, Intimidation +7, Religion +9

Senses passive Perception 12

Languages Common, Abyssal, Infernal

Challenge 17 (18,000 XP)

Dark Sorcery. Gilles de Rais is a master of dark sorcery. He has advantage on saving throws against spells and other magical effects. Additionally, his spells and magical abilities are considered one level more potent.

Spellcasting. Gilles de Rais is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost
  • 1st level (4 slots): Mage Armor, Shield, Magic Missile, Mage Armor
  • 2nd level (3 slots): Misty Step, Mirror Image, Counterspell
  • 3rd level (3 slots): Fireball, Counterspell, Haste
  • 4th level (3 slots): Dimension Door, Blight
  • 5th level (2 slots): Teleportation Circle, Teleport

Multiattack. Gilles de Rais makes three attacks with his sword.

  • Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 5) slashing damage.
  • Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (1d10 + 3) force damage.
  • Summon Abyssal Servant (Recharge 5-6). Gilles de Rais can summon an Abyssal Servant to aid him in battle. The servant remains for 1 minute or until it is reduced to 0 hit points. While summoned, the Abyssal Servant obeys Gilles de Rais’s commands and acts on its own initiative.

Legendary Resistance (3/Day). If Gilles de Rais fails a saving throw, he can choose to succeed instead.

Spell Resistance. Gilles de Rais has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. Gilles de Rais can innately cast the following spells, requiring no material components:

  • At will: Mage Hand, Prestidigitation, Minor Illusion
  • 3/day each: Mage Armor, Misty Step

Reactions

Arcane Deflection. When Gilles de Rais is targeted by a spell or magical effect, he can use his reaction to gain a +4 bonus to AC against that attack.

Lair

Gilles de Rais’s lair is a place of darkness and decay, filled with the stench of death and the echoes of tormented souls. The walls are adorned with gruesome trophies and symbols of his dark rituals. The lair is imbued with dark magic, granting Gilles de Rais additional power while he remains within it.

Actions in Lair

While in his lair, Gilles de Rais can take an additional lair action at the start of each of his turns. This lair action can be used to cast one of the following spells (save DC 17), requiring no components:

  • Blight
  • Animate Dead
  • Summon Lesser Demons

Lair Actions

Gilles de Rais can take lair actions. On initiative count 20 (losing initiative ties), Gilles de Rais takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Gilles de Rais summons his Abyssal Servant to an unoccupied space within 60 feet.
  • Gilles de Rais casts Teleport without requiring components to teleport himself or any creature he can see within 120 feet of him to any location he is familiar with.
  • Gilles de Rais creates an aura of fear in a 60-foot radius around him. All creatures of his choice in the aura must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Lair Actions

Gilles de Rais can take 2 legendary lair actions, choosing from the options below. Only one legendary lair action option can be used at a time and only at the end of another creature’s turn. Gilles de Rais can’t use the same effect two rounds in a row:

  • Dark Portal (Costs 2 Actions). Gilles de Rais opens a dark portal within 60 feet of himself. The portal remains open for 1 minute. Any creature entering the portal is transported to a random location in the Abyss. Gilles de Rais can close the portal as a bonus action.
  • Abyssal Resurgence (Costs 3 Actions). Gilles de Rais summons 1d6 Abyssal Imps to unoccupied spaces within 60 feet of him.

Regional Effects

The region containing Gilles de Rais’s lair is warped by his malevolent presence, creating one or more of the following effects:

  • Foul Atmosphere. The air within 6 miles of the lair becomes thick with darkness, making it difficult to see more than 30 feet away.
  • Malevolent Whispers. Creatures within 1 mile of the lair occasionally hear eerie, disembodied whispers that can cause paranoia and fear.
  • Abyssal Energy. The land around the lair is tainted by Abyssal energy, causing plants to wither and animals to become twisted and aggressive.

Equipment

Gilles de Rais wears a suit of black plate armor, adorned with sinister symbols and accented with crimson trim. He wields a wicked-looking longsword, a relic of his dark practices, and carries a grimoire containing his arcane secrets.

Description

Gilles de Rais is a tall and imposing figure, his face hidden behind a sinister black helmet adorned with devilish horns. His eyes glow with an otherworldly malevolence, and his voice carries the weight of centuries of dark knowledge. He is a master of dark sorcery and a formidable warrior, a combination that makes him a truly terrifying adversary.

Currently in the World

Gilles de Rais, a tall and imposing figure, stands at about 6 feet in height, his powerful frame exuding an aura of authority and strength. His dark brown hair, typically worn short, frames a clean-shaven face that boasts sharp features and piercing blue eyes. A chiseled jawline and high cheekbones lend an air of aristocracy to his countenance, despite the darkness that often clouds his expression.

Dressed in the opulent attire befitting a French noble, Gilles wears garments adorned with rich fabrics and intricate embroidery, often favoring deep blues and blacks. A crimson cloak, a symbol of his noble status, drapes gracefully over his broad shoulders. Polished leather boots complete his ensemble, their shine reflecting the dim light of his grand château.

Currently, Gilles de Rais is within the dimly lit chambers of his imposing Château de Machecoul. The room is adorned with decadent tapestries and ornate furniture, showcasing his wealth and status. He sits at a massive wooden table, engrossed in his macabre studies. The eerie flicker of candlelight casts eerie shadows on his face, revealing a man deeply engrossed in his disturbing pursuits. His mood is one of obsession and introspection, driven by a sinister desire that haunts his every waking moment.

Abyssal Servant

Abyssal Servant
Midjourney

Large fiend, chaotic evil

Armor Class 17 (natural armor)

Hit Points 126 (12d10 + 60)

Speed 40 ft.

STRDEXCONINTWISCHA
20 (+5)16 (+3)20 (+5)6 (-2)8 (-1)6 (-2)

Skills Perception +2

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 12

Languages understands Abyssal but can’t speak

Challenge 7 (2,900 XP)

Keen Smell. The servant has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack. The servant makes two claw attacks.

  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.
  • Fiery Eye (Recharge 5-6). The servant exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Summoned Being. The Abyssal Servant is summoned and controlled by Gilles de Rais. If Gilles de Rais dies, the Abyssal Servant disappears.

Actions

Baleful Gaze. The Abyssal Servant targets one creature it can see within 30 feet of it. If the target can see the Abyssal Servant, the target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Abyssal Servant’s Baleful Gaze for the next 24 hours.

Summon Abyssal Reinforcements (1/Day). The Abyssal Servant summons two Abyssal Imps. These imps appear in unoccupied spaces within 60 feet of the Abyssal Servant and act immediately after it in the initiative order. They remain for 10 minutes or until slain.

Legendary Actions

The Abyssal Servant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Abyssal Servant regains spent legendary actions at the start of its turn.

  • Claw Attack. The Abyssal Servant makes one claw attack.
  • Fiery Eye (Costs 2 Actions). The Abyssal Servant uses its Fiery Eye.
  • Retreat. The Abyssal Servant moves up to its speed without provoking opportunity attacks.

The Abyssal Servant is a monstrous creature, devoid of clothing or any semblance of adornment. Its grotesque and twisted form is a grotesque fusion of nightmarish features. Its body is a sickly shade of ashen gray, and its skin appears to be constantly oozing a viscous, black ichor. Jagged, obsidian spikes protrude from its hunched back, creating a menacing silhouette.

Currently, the Abyssal Servant stands hunched in a desolate, dimly lit chamber of a long-forgotten underground crypt. The walls are lined with ancient, decaying tomes and eerie, flickering torches. The air is thick with an oppressive sense of malevolence and decay, creating an unsettling atmosphere.

The creature’s mood is one of unrelenting malevolence and hunger, its malevolent crimson eyes fixated on a target within the chamber. Its grotesque mouth, filled with sharp, serrated teeth, curls into a sinister grin as it prepares to unleash its dreadful powers upon its unsuspecting prey.


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