Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 13 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +4, CHA +6
Skills Deception +6, Perception +4, Performance +8, Persuasion +6
Senses Passive Perception 10
Languages Common, Dwarvish, Elvish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Jack of all trades. Harkus adds half (1/2) of his proficiency bonus, rounded down, to any ability check he makes that doesn’t already include his proficiency bonus.

Song of Rest. Harkus can use soothing music or oration to help revitalize his wounded allies during a short rest. If Harkus or any allied creatures who can hear his performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures (including Harkus) regains an extra 1d6 hit points.

Spellcasting. Harkus is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Harkus has the following bard spells prepared:

Cantrips (at will): prestidigitationvicious mockery

1st level (3 slots): bane, cure woundsdisguise selfdissonant whisperssleep

 

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Curse (Recharges after a Long Rest). Harkus targets one creature that he can see within 30 feet of him. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Harkus’ choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Harkus takes 9 (3d6) psychic damage.

Evil Eye (Recharges after a Short or Long Rest). Harkus targets one creature that he can see within 10 feet of him and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Harkus is blinded until the end of his next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.

Bonus Actions

Bardic Inspiration. Harkus chooses one creature other than himself within 60 feet of him that can hear him. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Harkus can use this feature a number of times equal to his Charisma modifier (a minimum of once). Harkus regains any expended uses after a long rest. 

Description

Concept credit: u/OldAndOldSchool (Reddit)

Block Build: u/RINZL3R (Reddit)

Harkus Lipsiege is a much-traveled Vistani and as such is a key spy for Strahd. He moves between the Vistani camps, the Castle, and the village of Barovia singing and storytelling. He fell in love with Stella Wachter several years ago, but has been unable to see her due the ban on Vistani entering the town. He occasionally can be heard outside the town walls playing love songs for his lost love. He does not know of Stella’s current state.

All Rights: Wizards of the Coast

The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in bright clothes and laughing often. As much as they feel at home in Strahd’s dreary land, they know they can leave it whenever they please and aren’t damned to spend eternity there.

Vistani are silversmiths, coppersmiths, haberdashers, cooks, weavers, musicians, entertainers, storytellers, toolmakers, and horse traders. They also earn money by telling fortunes and selling information. They spend whatever they earn to support a lavish lifestyle, display their wealth openly as a sign of prosperity, and share their good fortune with family and friends.

Each family or clan of Vistani is its own little gerontocracy, with the oldest member ruling the roost. This elder carries the bulk of the responsibility for enforcing traditions, settling disputes, setting the course for the group’s travels, and preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles.

Vistani families and clans are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. The Vistani are quick to act when their lives or traditions are threatened and are merciless when they believe they must be.

Previous Versions

Name Date Modified Views Adds Version Actions
4/29/2022 8:33:19 PM
7
0
--
Coming Soon
7/5/2022 1:09:58 AM
16
0
--
Coming Soon
7/6/2022 8:29:17 PM
19
0
--
Coming Soon

Monster Tags: NPC

Dark8ngel

Comments

Posts Quoted:
Reply
Clear All Quotes