Marisha Veilbreaker
Champion of Ashandri
Champion of Ashandri Marisha Veilbreaker (a.k.a. The Paragon)
Marisha Veilbreaker as an NPC in your game
As long as the characters don't have an evil alignment or have been heavily misled, they will most probably not face Ashandri's champion as an enemy. If they do, remember she is a highly experienced adventurer that has fought in many battles. She has a great tactical and strategic knowledge, and uses her ressources and abilities creatively. She is usually accompanied by allies and friends, and rarely appears without her magical dragon companion (at least ready to be summoned). But she also takes her responsibility for Ashandri serious: She knows that if she dies, her entire world dies. So even when her close friends or allies are at risk of death, she will retreat if necessary. More probably, though, the adventurers will meet Marisha in the context of a quest they have taken on. Even if she does not approach the adventurers directly, her allies and companions might do it on her request. For a very high level group, she might become a temporary companion to defeat an epic foe that endangers all of Ashandri. Where to meet Marisha Veilbreaker Marisha Veilbreaker sees herself as a protector of Ashandri. With the armies of Va'Laeth having invaded her world-island two times already, and agents of their neighboring world regularly trying to sneak in via the world-chain, her main task is patrolling the area around the Void Fortress including the chain itself. She regularly meets with her advisors and allies in the fortress, travels the chains or the surrounding lands of Delvaroth, and organizes missions to solve problems in other areas of Ashandri. Occasionally, she travels to other Regions of Ashandri, usually using some way of teleportation. The Void Fortress is rumoured to have some permanent teleporation circles leading to several secured locations all over the world. Property and equipment During the creation of Ashandri, Marisha created the Void Fortress out of the land itself, and noone has questioned that this place is hers now. Aside from having her own fortress, when rescuing Delvaroth, Marisha also saved her own properties acquired through decades of adventuring. These treasures became even bigger through the spoils of war when Va'Laeth attacked twice. Aside from that, she can get many items necessary for a specific mission through her allies and supporters. Abbreviated biography Marisha was born and raised in Delvaroth, back when it was still part of the world of Virthys. Her parents, Luyana and Creag Veilbreaker, were retired adventurers. During her entire childhood and youth, Marisha heard stories of the great endeavours of her parents. She learned fighting from her father, and casting spells from her mother. Her love for music and art, though, was something that she found all on her own. Short after her 20th birthday, an old childhood friend, Shadar Khuravi, approached her. The Tiefling was hunted by a religious zealot trying to eradicate all fiendish offspring in Delvaroth. Together, they found out that the hunter was part of a bigger secret organization, The Holy Purge - and the two friends managed to expose them and kill their leaders. This was the beginning of a long adventuring career, in which the halfling bard fought beasts, powerful undead and powerhungry mages, explored ruins and made friends with a family of golden dragons.Quick NPC stat block
(See below for full character sheet)B:SR Core Setting
Marisha Veilbreaker (Quick NPC Stat Block) CR: 30
STR
12 +1
DEX
14 +2
CON
12 +1
INT
14 +2
WIS
14 +2
CHA
21 +5
Marisha Veilbreaker is a 20th-level spellcaster. Her spellcasting ability is Charisma (save DC 22, +11 to hit with spell attacks). She knows the following bard spells:
- Cantrips (at will): Mage Hand, Mending, Prestidigitation, True Strike
- 1st level (4 slots): Comprehend Languages, Cure Wounds, Heroism, Identify, Thunderwave
- 2nd level (3 slots): Invisibility, Shatter
- 3rd level (3 slots): Dispel Magic, Glyph of Warding, Hypnotic Pattern, Stinking Cloud
- 4th level (3 slots): Dimension Door, Greater Invisibility
- 5th level (3 slots): Geas, Hold Monster, Legend Lore, Planar Binding, Teleportation Circle
- 6th level (2 slots): Mass Suggestion
- 7th level (2 slots): Arcane Sword, Mirage Arcane, Project Image, Symbol, Teleport
- 8th level (1 slot): Power Word Stun
- 9th level (1 slot): Foresight, Meteor Swarm, Prismatic Wall, Time Stop
Lucky. When Marisha rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. Brave. Marisha has advantage on saving throws against being frightened. Halfling Nimbleness. Marisha can move through the space of any creature that is of a size larger than hers. Naturally Stealthy. Marisha can attempt to hide even when she is obscured only by a creature that is at least one size larger than her. Bardic Inspiration: Marisha can inspire others through stirring words or music. To do so, she uses a bonus action on her turn to choose one creature other than herself within 60 feet of her who can hear her. 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. Marisha can use this feature four times. She regains any expended uses when she finishes a short or long rest. When Marisha rolls Initiative and has no uses of Bardic Inspiration left, she regains one use. Ritual Casting: Marisha can cast any bard spell she knows as a ritual if that spell has the ritual tag. Jack of all Trades: Marisha can add 3 points (half her proficiency bonus) to any ability check she makes that doesn’t already include her proficiency bonus. Song of Rest: Marisha can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Countercharm: Marisha has the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an Action, she can start a Performance that lasts until the end of her next turn. During that time, she and any friendly Creatures within 30 feet of her have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear Marisha to gain this benefit. The Performance ends early if she is Incapacitated or silenced or if she voluntarily ends it (no Action required). Cutting Words: Marisha has learned how to use her wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that she can see within 60 feet of her makes an Attack roll, an ability check, or a damage roll, she can use her Reaction to expend one of her uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. She can choose to use this feature after the creature makes its roll, but before the creature deals its damage. The creature is immune if it can’t hear her or if it’s immune to being Charmed. Peerless Skill: When Marisha makes an ability check, she can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to her ability check. She can choose to do so after she rolls the die for the ability check. Immunities: All champions are immune to aging, disease, poison and any kind of mind-affecting spells. Danger sense: Champions have a special connection to their world, making them sensitive to danger. That does not make them clairvoyant, but they do get a feeling of where they should take a closer look (or send someone there). This ability works even if a champion leaves his or her world. Increased life force: The champions tap into the life force of their world-island, quadrupling their hit points. This includes future increases after becoming a champion, but no temporary increases from spells or spell-like effects. Increased speed: The speed of a champion doubles. Legendary Resistance (3/day): If a champion fails a saving throw, he or she can choose to succeed instead.
Artifacts
The Circlet of the Little Princess: This is a hand-crafted magical item created by her friend Charryn, who died during the apocalypse. In its front center, the circlet is emblazoned with the beautiful Gem of Taraki, an ancient artifact. Whenever the wearer is first attacked in a battle, the gem automatically (as a reaction) creates an effect similar to a Resilient Sphere spell, with the difference that it only blocks anything from coming in, not from going out. This means that the wearer can attack normally. The sphere exists for one minute and then vanishes. The circlet itself also grants a +3 bonus to AC. Due to the power of the gem, the Circlet of the Little Princess is immune to the effect of the Dispel Magic spell and other antimagic effects. Destroying the artifact with regular means is nearly impossible, and would require a complex (and pretty much unknown, except for Marisha herself) arcane ritual. The Wand of Dessaroth: This is a unique item that was granted to her as a gift. She once saved the son of an ancient golden dragon (it's said that the younger dragon still lives in Carivar). The mother, Dessaroth, died, but transferred her soul into the wand. Now, Marisha - and only she - can summon Dessaroth in her original ancient dragon form once per day for 8 hours. The Pendant of the Crow Spirit: This is a gift she received after creating Ashandri, from a nature spirit in the Spirit Fields. It has all the properties of a Ring of Mind Shielding, but is immune to Dispel Magic and other antimagic effects. If her physical body dies and her soul is transported into the pendant, the item grows to the size of a fully grown crow. The silver bird is protected by a Globe of Invulnerability for ten minutes, is immune to non-magical attacks and has 100 hit points. Marisha can flee from a scene as the crow, but will still need to be regularly resurrected afterwards. As long as her soul resides in the pendant, or she is resurrected, Ashandri continues to exist.Actions
Multiattack. Marisha Veilbreaker makes four attacks with her longsword. Longsword+3 (One-Handed, wearing the Belt of Giant Strength). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (1d8+11) slashing damage. Longsword+3 (Two-Handed, wearing the Belt of Giant Strength). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (1d10+11) slashing damage.
Legendary Actions
Divine Word, Dominate Monster, Imprisonment
Lair Actions
Lair actions: Every Braythian champion has special powers tied to his or her world. In that context, their world-island is considered the champion's lair. This extends to the first two chain-links of the attached world-chains. At initiative order 20, a paragon can use one lair action option. He or she can only use one lair action per round. As these actions greatly improve their chance of survival, most champions prefer to stay "at home". Lair action - Instant Rest: Three times a day, a champion can use an Instant Rest as a lair action. This power grants the same effects as a long rest - but instantly. Lair action - Champion's Call: Once a day, a paragon can send out a mental call for help in a five mile radius. The champion can transmit a message with up to five words. Any sentient creature that inhabits the champion's world-island (but no visitors from other worlds) can hear the call, understanding the message in their native language. For the next ten minutes, they will know exactly where the champion is. This does not force them to come for help, but many will.
The world of Ashandri is treated as Marisha Veilbreaker's lair in context of her lair actions.
Personality Characteristics
Motivation
Social
Family Ties
Religious Views
- "It never matters who started a war. Everyone involved suffers. The best way to handle a war is to end it as quickly as possible - even at the loss of justice."
- "We've all gone through hell. Let's not stay there."
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