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Luvash

Luvash

Luvash is the co-leader of the Vistani group that is currently living in the Vallaki Vistani Camp. He is the younger of the two brothers, and the father of the missing girl Arabelle.

Relationships

Luvash

Brother

Towards Arrigal

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0

Arrigal

Brother

Towards Luvash

0
0

Spouses
Siblings
Arrigal (Brother)
Children

Character Portrait image: Duncan 'The Warden-Commander of Ferelden' by

Vistani Captain CR: 2

Medium humanoid, any
Armor Class: 15 (studded armor)
Hit Points: 65 (10d8 + 20) 10d8+20
Speed: 30 ft

STR

15 +2

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

14 +2

CHA

14 +2

Saving Throws: Strength +4, Dexterity +5, Wisdom +2
Skills: Athletics +4, Survival +4
Senses: passive Perception 12
Languages: Common
Challenge Rating: 2

Blessed Eye. All Vistani have a boosted Wisdom score of +3, and have the advantages of the Alert feat: they cannot be surprised while they are conscious, have a +5 to Initiative, and fighting an unseen attacker does not grant that attacker advantage. In addition, tall Vistani have access to the scry spell, which can be used once a day.   Curse. A Vistana, regardless of age, can use an action to utter a curse as repayment for a great injustice or slight. The curse targets another creature within 30 feet that the Vistana can see. The Vistana can't utter another curse before finishing a long rest.   The target must succeed on a Wisdom saving throw to avoid the curse. The saving throw DC is 8 + the Vistana's proficiency bonus + the Vistana's Charisma modifier. The curse lasts until ended with a remove curse spell, a greater restoration spell, or similar magic. It does not end if the target dies. If the target dies and is returned to life, the curse remains in effect. If the curse ends, the Vistani takes psychic damage, which depends on the severity of the curse.   When the curse is cast, the Vistana chooses from the following effects. Other effects are possible.

  • The target is unable to perform a certain kind of action involving fine motor control, such as tying knots, writing, playing an instrument, or performing the somatic components of spells. If the curse ends, the Vistana takes 1d6 psychic damage.
  • A nonmagical item in the target's possession (chosen by the DM) disappears and cannot be found unless the curse ends. The lost item can weigh no more than 1 pound. If the curse ends, the Vistana takes 1d6 psychic damage.
  • The target gain vulnerability to one damage type of the Vistana's choice. If the curse ends, the Vistana takes 3d6 psychic damage.
  • The target has disadvantage on all ability checks and saving throws tied to one ability score of the Vistana's choice. If the curse ends, the Vistana takes 3d6 psychic damage.
  • The target's attunement to one magic item (chosen by the DM) ends, and they cannot re-attune to the item unless the curse ends. If the curse ends, the Vistana takes 4d6 psychic damage.
  • The target is blinded, deafened, or both. If the curse ends, the Vistana takes 4d6 psychic damage.

Actions

Multiattack. The captain makes three melee attacks: two with their scimitar and one with their dagger. Alternately, the captain can make two ranged attacks with their daggers.   Scimitar. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 1d6+3 slashing damage.   Dagger. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 1d4+3 piercing damage.

Reactions

Parry. The captain adds +2 to their AC against one melee attack that would hit. To do so, the captain must be wielding a melee weapon.

These are the leaders of the Vistani scouting parties and guards. They are the most cunning and well-trained of the Vistani combatants.