Legendary Resistance (3/Day). If the Valspira Amirh fails a saving throw, it can choose to succeed instead.
Devil's Sight. Magical darkness doesn't impede Valspira's darkvision.
Eldritch Mind. Valspira has advantage on Constitution saving throws to maintain concentration on a spell.
Greed’s Insight. Valspira has advantage on Insight or Persuasion when bargaining.
Legacy of Minauros. Valspira can cast the following spells using Charisma (DC 18):
At will: mage hand
1/day each: tenser's floating disk, arcane lock
Spellcasting. Valspira is a warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):
At will: comprehend languages, detect magic, eldritch blast, invisibility, mage armor, minor illusion, prestidigitation
4/day each: banishment, charm person, dispel magic, hold monster, hold person, knock, mirror image, remove curse
1/day each: feeblemind, forcecage, gate (glabrezu only), true seeing
Equipments
Ring of Protective Petrification. While wearing this ring, Valspira is immune to the petrified condition.
Multiattack. Valspira makes attacks four times with her Eldritch Blast.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Eldritch Blast. Ranged Spell Attack: +10 to hit, reach 300 ft., one target. Hit: 10 (1d10 + 5) force damage. Valspira can also chose to push the creature up to 10 feet away from them in a straight line.
Valspira 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. Valspira regains spent legendary actions at the start of her turn.
Move. Valspira moves up to half of her movement speed.
Attack. Valspira makes one dagger or weapon attack.
Cast a Spell (Costs 2 Actions). Valspira casts one spell from her Spellcasting.
Description
Mammon’s blood runs strong in Valspira's veins. She has a natural affinity for wealth, contracts, and manipulation. Her desires and ambitions often reflect Mammon’s endless hunger for gold and power. Tieflings of Mammon’s bloodline are often marked by glittering eyes like coins, metallic sheen to their skin, or horns shaped like gilded spirals. Valspira may lean toward scheming, bargaining, and collecting treasures or favors rather than brute force. Mammon’s children often see everything as currency — loyalty, secrets, even souls.
Warlocks of this bloodline may wield powers themed around avarice: spells that bind, ensnare, or strip resources. She may have resistance to acid (a trait of Minauros’s mire) or gain abilities to magically detect and hoard wealth.
Valspira is the princess or queen of the tieflings. Her warlock is level 20.
Her height is 170 cm / 5 feet 7 inches (5'7") and Medium size, and her weight is between 143 and 159 pounds.
Valspira's old name was Valspira Amirh, and changed new name (after marriage) is Valspira Shadowclaw.
Infernal Rider. Valspira is immune to the flames of her Nightmare Steed. The magical fire that surrounds the Nightmare’s mane, hooves, and breath causes no harm to her.
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The Founding of Chasmethil. With Zarkhator M Shadowclaw at her side, Valspira guided her surviving Tiefling kin into the depths of the world. There, Zarkhator created for them a new dominion:
Chasmethil, the Underground Empire; Deep beneath the earth, lower than even drow dominions or dwarven delves. Endless caverns lit by the cold glow of amethyst crystals, fungal forests feeding on fear, and walls infused with dream-essence that whisper with power. Obsidian palaces carved like jagged fangs, crowned with amethyst spires that pulse with nightmare energy. For her people, this was salvation. For Valspira, it was vengeance fulfilled: the Tieflings rose from ruin, given a dark empire that humans could never touch. This realm welcomes the forsaken and the monstrous: tieflings, orcs, drow, duergar, goblins, trolls, and ogres. To them, the surface world is a kingdom of lies and frailty. In the Nightmare Empire, they are given strength, unity, and clarity through terror. Fear is worship, despair is currency, and nightmares are prophecy.
Previous Versions
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