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Pevra

Githyanki · Fighter, Battle Master · Level 5

Pevra

Caravan guard and route scout
“That went less badly than expected.”
AC18
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, chest-resonant voice with a faint rasp from years of shouting over machinery and wind. Before she speaks, she takes a small, audible intake through her nose. Her delivery is measured and matter-of-fact; anger makes her consonants harder and her sentences shorter, not softer.

Her words have the clipped rhythm of drill calls, shaped by years of speaking over wind, engines, and armor clatter. She places a small intake of breath before names and promises, as if checking each one for weight. Her humor is dry and arrives without warning; she does not raise her voice to be heard, but sharpens consonants when angry.

Speech patterns

Uses direct statements and precise questions, especially when people evade responsibility.
Calls a promise an oath, even when others think it is only a casual assurance.
Uses dry understatement when frightened: "That went less badly than expected."
When explaining a plan, names the first action, the fallback, and who must not be left behind.

How to play them

Pevra responds best to plain speech, competence, and people who keep their word. She is guarded with strangers but will offer a practical test rather than demand a confession: share watch, protect a vulnerable traveler, or keep a difficult promise. Respectful questions about her past earn short answers; pressure makes her more formal and less forthcoming.

Goal

Get the caravan safely to Vey Crossing, then arrange a discreet meeting with Eleri without leading Doma to her.

Motivation

Prove that loyalty is a choice made in action, not merely obedience to the strongest authority.

Secret · GM only

Appearance

Pevra stands as if the ground is a sparring partner she has already measured. Her ochre skin has a dry, fine-grained texture, and her close-cropped dark hair is combed into a narrow ridge that makes her angular skull seem even longer. She moves with abrupt economy: still as a nailed-down standard until she turns, then suddenly across the room. Her right hand rests over her heart when she gives her name, a gesture so formal it can read as either oath or warning. An unexpected detail for a hardened soldier: she keeps a tiny blue glass bead threaded into her bootlace, polished smooth from nervous rubbing. She smells distinctly of pepper, hot iron, and the sharp medicinal oil she uses on her armor; she knows the smell follows her and considers it reassuring.

Clothing

Well-fitted, battered half plate over a dark red padded jacket, with reinforced gloves, a travel cloak pinned close at the throat, and practical boots. The armor is carefully oiled but bears mismatched replacement plates.

Body language

Her right hand settles over her heart when she introduces herself or makes a promise. She holds eye contact without blinking much, squares her shoulders before a disagreement, and plants her feet as though expecting the floor to move. When ashamed, she rubs the blue bead through her bootlace rather than looking away.

Height
5 feet 8 inches
Build
Compact, corded with muscle, and balanced like a trained climber
Eyes
Gold-brown
Hair
Near-black, worn in a close-cropped ridge
Skin
Muted ochre with a dry, fine-grained texture
Age
Adult, 34 years old
Gender
Female
Size
Medium

Distinguishing features

A narrow ridge of dark hair follows the crown of her long, angular head.
She gives her name with her right hand over her heart, then holds the pose for one beat too long.
A tiny blue glass bead is threaded into her bootlace and polished smooth from touch.
Her pepper-and-hot-iron scent arrives before her clipped, measured greeting.

Personality

12 traits and drives

Pevra is severe about promises but unexpectedly patient with frightened beginners. In danger, she becomes brisk and protective; in safe company, she can be wry and almost playful, though she hides the shift by pretending it was a tactical choice. She wants to belong to a cause, yet distrusts any cause that asks for obedience before earning it.

Alignment
Lawful neutral

Quirks

Taps a cup twice against the table before drinking, a habit from a shipboard ration ritual.
Counts steps between a doorway and the nearest solid cover, then pretends she was admiring the floor.
Practices local greetings under her breath in the exact order she expects to use them.
Turns the blue bead in her bootlace whenever she is asked a personal question.
Names every borrowed blade before returning it, though the names are always practical, such as "Short One" or "Bent Point."

Habits

Checks every doorway for a second exit before choosing where to sit.
Offers practical help before sympathy, then becomes awkward if thanked.
When deciding whether to trust someone, watches how they treat tired animals and junior workers.
At a campfire, keeps her back to a stone or tree and turns the blue bead between finger and thumb.

Traits · 3

Keeps exact count of supplies and watches, but will quietly give away her own meal to someone who needs it more.
Speaks bluntly about practical failures, yet is careful not to mock anyone's fear.
Likes clear chains of responsibility, but resists being ordered to abandon people.

Flaws · 3

Treats disagreement as a test of resolve and can miss a chance to compromise.
Hides pain until it interferes with her ability to fight.
Finds it difficult to accept care without trying to repay it immediately.

Fears · 3

That Eleri will be punished for Pevra's choices.
That she has mistaken stubbornness for honor.
Being forced to choose between protecting one person and saving a group.

Wants and needs · 3

A safe way to contact Eleri without exposing her refuge.
Enough food and supplies to get the caravan to its destination.
Proof that a life shaped by duty can still belong to her.

Combat

AC 18 · HP 44 · 30 ft.

Pevra tries to control the nearest threat rather than chase a dramatic victory. She holds a chokepoint, uses Menacing Attack on an enemy likely to disrupt the group, and saves Precision Attack for a decisive strike. She uses Action Surge when an ally is in immediate danger, not to show off. If badly outnumbered, she uses Misty Step to break contact and cover a retreat.

Pevra

Medium humanoid (githyanki), lawful neutral
Armor Class18
Hit Points44
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerceptionSurvivalIntimidation
SensesPassive Perception 11
Languages
Common,
Gith
Fighter level 5, Battle Master archetype. Proficiency bonus +3.
Extra Attack. takes two attacks when she takes the Attack action.
Second Wind. once per short or long rest, regains hit points as a bonus action.
Action Surge. once per short or long rest, takes one additional action on her turn.
Combat Superiority. has four d8 superiority dice, regained after a short or long rest. Maneuvers: Menacing Attack, Precision Attack, and Riposte.
Githyanki traits. speaks Common and Gith, knows Mage Hand as a racial cantrip, and can cast Jump and Misty Step once each per long rest without material components.

Spells

Mage Hand (cantrip, conjuration). Racial cantrip. She creates a spectral hand at a point within 30 feet that can manipulate objects, open an unlocked door or container, retrieve an item, or pour out a vial. The hand cannot attack, activate magic items, or carry more than 10 pounds.
Jump (level 1, transmutation). Racial spell, once per long rest. She touches a creature and doubles its jump distance for 1 minute.
Misty Step (level 2, conjuration). Racial spell, once per long rest. She briefly teleports up to 30 feet to an unoccupied space she can see.

Actions

Longsword. Makes two melee attacks. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage, or if wielded in two hands.
Heavy Crossbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: piercing damage.
Menacing Attack. She spends one superiority die and adds it to the damage roll. The target must make a Wisdom saving throw or be frightened of her until the end of her next turn.
Precision Attack. She spends one superiority die and adds it to an attack roll, potentially turning a miss into a hit.
Action Surge. She spends one superiority die to make an additional weapon attack as a bonus action.
Second Wind. Once per short or long rest, she regains hit points as a bonus action.

Reactions

Riposte. When a creature she can see misses her with a melee attack, Pevra spends one superiority die to make a melee weapon attack against it as a reaction. On a hit, she adds the die to the damage.

Services they sell

Caravan escort
Practical instruction in weapon drills and marching discipline
Guidance through rough country when she knows the route

Rewards they can give

A fair payment from the caravan's remaining funds, if the group helps them reach Vey Crossing.
A hand-drawn route through a dangerous mountain pass.
Pevra's guarded respect and, eventually, an introduction to Eleri.

Equipment

  • Half plate (armor)Worn steel plates over a padded jacket, maintained with unusual care.
  • Longsword (weapon)A plain, serviceable blade with a dark leather grip.
  • Heavy crossbow (weapon)A compact crossbow with a repaired stock and twelve bolts.
  • Eleri's bead (keepsake)A small blue glass bead, kept threaded through her bootlace.
  • Armor oil (supplies)A tin of sharp-smelling oil used to keep armor joints from catching.

Possessions

Half plate armor
Longsword
Heavy crossbow and twelve bolts
Travel cloak containing a concealed coded route
Blue glass bead from Eleri
Armor oil and a whetstone

Background

Pevra was raised aboard a githyanki raiding vessel, where childhood lessons were delivered as drills and meals were earned by keeping formation. At seventeen, she was assigned to guard a captured human mapmaker named Eleri. During a violent landing, the ship's captain ordered the prisoners abandoned to save the crew's retreat. Pevra disobeyed, carried Eleri through a burning cargo passage, and lost her place in the captain's favor. Eleri later taught her to read surface maps and gave her the blue bead from a broken window. Years afterward, Pevra deserted rather than take part in a raid on a settlement that had sheltered her. She now works as a caravan guard and guide, sending much of her pay to Eleri, who is hiding under an assumed name in the town of Vey Crossing. Pevra is trying to find a safe route back to the Astral Sea without exposing Eleri's location. Her former shipmate, Doma, has arrived in the region with orders to bring her back, while the caravan she's protecting is short on food and trust.

Role in the story

A stern but dependable guide whose divided loyalties can draw the party into a pursuit, a rescue, or a debate about whether duty means obedience.

“At seventeen, she was assigned to guard a captured human mapmaker named Eleri.”
From their background
Faction
Formerly served aboard a githyanki raiding vessel; currently employed by Tavi's independent caravan

Known connections

Eleri, the human mapmaker who once taught Pevra to read and still sends her coded requests for help.
Doma, a former shipmate and rival who believes Pevra's desertion endangered their old crew.
The caravan master, Tavi, who hired Pevra and is concealing how little food remains.
Major secret · GM only
Minor secrets · GM only

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