Medium Humanoid, Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

As long as these Vistani are with the party, roll a d12 instead of a d12+8 when determining random encounters in the wilderness. In addition wolves and dire wolves don't threaten the characters as long as the Vistani are traveling with them and aren't their prisoners. 

Treasure. One Vistani bandit carries a pouch that hold 2d4 small gemstones (worth 50 gp each).

Vistani Curse. A Vistana, regardless of age, can use an action to utter a curse. The curse targets another creature within 30 feet that the Vistana can see. The Vistana can’t utter another such curse before finishing a long rest.

The curse is a repayment for an injustice or a slight. 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 doesn’t end when the target dies. If a cursed target is returned to life, the curse remains in effect.

When the curse ends, the Vistana suffers a harmful psychic backlash. The amount of this psychic damage depends on the severity of the curse that was invoked.

The Vistana chooses the curse’s effect from the options that follow; other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:

  • The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes 1d6 psychic damage.
  • The target’s appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target’s face, turn the target’s teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes 1d6 psychic damage.
  • A nonmagical item in the target’s possession (chosen by the DM) disappears and can’t be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes 1d6 psychic damage.
  • The target gains vulnerability to a damage type of the Vistana’s choice. When this curse ends, the Vistana takes 3d6 psychic damage.
  • The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana’s choice. When this curse ends, the Vistana takes 3d6 psychic damage.
  • The target’s attunement to one magic item (chosen by the DM) ends, and the target can’t attune to the chosen item until the curse ends. When this curse ends, the Vistana takes 5d6 psychic damage.
  • The target is blinded, deafened, or both. When this curse ends, the Vistana takes 5d6 psychic damage.

Evil Eye. As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the animal friendship, charm person, or hold person spell (Vistana’s choice), but requires neither somatic nor material components. The spell save DC is 8 + the caster’s proficiency bonus + the caster’s Charisma modifier. If the target succeeds on the save, the Vistana is blinded until the end of the Vistana’s next turn.

A Vistana who uses Evil Eye can’t use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana’s Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Description

These evil Vistani march through the Barovian wilderness without concern for their well-being, smoking pipes, drinking from wineskins and telling ghost stories. They are searching for graves to plunder or hunting small game. For a price of 100 gp, they offer to serve as guides. 

Monster Tags: NPC

Habitat: ForestHillUrban

ElladanAwemane

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