Snap Reflexes
When you make an opportunity attack, you can choose to do so without expending your reaction, and you gain advantage on the attack roll. Once you use this feature, you can’t use it again until you finish a short or long rest.
Trait: Spider-Climber
When you bind Vortirrackt, your skin becomes pale and strangely adhesive. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
Trait: Abominable Limbs
When you bind Vortirrackt, your hands sprout sickening claws. These claws are natural melee weapons, which you can use to make unarmed strikes. They deal 1d4 slashing damage on a hit, and you can use your Charisma modifier, instead of Strength, for their attack and damage rolls. The claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you take the Attack action, you can make one unarmed strike with the claws as a bonus action. Additionally, when use your claws to hit a creature that has already been hit with them during that turn, you deal an extra 2d6 slashing damage.
Trait: Extraneous Joint
When you bind Vortirrackt, your arms and legs deform, lengthening and cracking until they each contain an additional joint. The reach of all of your melee attacks, as well as your reach for opportunity attacks, extends out to 10 feet. Additionally, you can make an opportunity attack against any creature that moves while within your reach.

A creature from beyond our multiverse, Vortirrackt warps its binders into a reflection of its bizarre anatomy.
Legend
When the brilliant scientist Korine cast the fateful spell that thrust her to the Void, an eldritch, horrific thing crept through behind her in the rift to our world. This creature, Vortirrackt, was unlike anything seen in the multiverse: it had pale, slimy skin, impervious to weapons, a long head that terminated in razor-sharp teeth, and six sickeningly long limbs, each with one joint more than a terrestrial creature and claw-like barbs at the end. Worse yet, this creature was no mere beast, as its frightful intellect would demonstrate.
Vortirrackt stalked out of the dimensional pit in front of a gathering of wizards, researchers, and arcanists. It exchanged a long glance with those in attendance, then pounced, butchering any it caught in its elongated grasp. Dozens of innocents perished, and
the mages of the arcane university retreated from their great tower to regroup. Bands of knights were sent to slay the beast and reclaim the tower, to no avail; their heads were seen to be arranged at the tower’s windows mere hours later.
Thankfully, a powerful warding spell managed to seal Vortirrackt within, but it did not contain its telepathy. The creature mocked the wizards of the tower and their petty attempts to slay it. Gradually, it learned their names, their specialties, and what best to say to torment them. With no other options, the archmagi concluded that they would widen the rift, swallowing the whole of the tower and the monster, before sealing the widened rift beneath a mountain. A hundred adventurers entered the warded tower, which Vortirrackt had rigged into a fiendish dungeon, but only one, Carthin the Runebreaker, escaped the monster’s deathtrap.
Today, Vortirrackt’s foul name is synonymous with spells gone awry, the folly of mages, and the hideous things that lie beyond the stars. Moreover, its legend drew forth a vestige: a spitting image of the beast itself, whose figure appears distorted as if seen though a warped mirror.
Flaw
While bound to this vestige, you gain the following flaw: “I enjoy tormenting my enemies, sowing hate and doubt in their minds.”
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