Medium Humanoid (Human), Any Evil Alignment
Armor Class 13 Hide
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
13 (+1)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws CON +3, WIS +5
Skills Medicine +4, Nature +3, Perception +4, Stealth +3
Senses Passive Perception 14
Languages Common, Druidic, Primordial
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Beastfriend. Ruxandra can use a bonus action to call her companion, an adolescent dire wolf (21 hit points, medium-sized) named Haeda to aid her in combat, provided that the wolf can hear her and is within 300 feet. Haeda arrives in an unoccupied space within 15 feet of Ruxandra at the start of Ruxandra’s next turn and acts immediately, following Ruxandra’s commands. The adolescent dire wolf (Haeda) remains until Ruxandra dismisses it (no action required) or until it dies.

Drunkard. As a result of Ruxandra’s alcoholism, her ability to cast spells has become inconsistent. Whenever Ruxandra casts a spell of 1st-level or higher, there is a 25% (1/4) chance that the spell fails immediately and the spell slot is wasted. If this occurs, the next spell that Ruxandra (successfully) casts within 1 minute imposes Disadvantage on any save DC the spell requires. If the spell requires an attack-roll, Ruxandra makes the spell-attack with Advantage.

Spellcasting. Ruxandra is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh

1st level (4 slots): entangle, fog cloud, speak with animalsthunderwave

2nd level (3 slots): beast sense, heat metal, spike growth

Wild Shape. Ruxandra can use her action to magically assume the shape of a beast that she has seen before, provided the beast has a challenge rating of 1/2 or lower and doesn’t have a flying speed. Ruxandra can use this feature twice, and regains all expended uses when she finishes a short or long rest. Ruxandra can stay in her beast shape for 2 hours; she then reverts to her normal form unless she expends another use of this feature. Ruxandra can revert to her normal form earlier by using a bonus action on her turn. She automatically reverts if she falls  unconscious, drops to 0 hit points, or she dies.

While Ruxandra is transformed, the following rules apply:

  • Her game statistics are replaced by the statistics of the beast, but she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. Ruxandra also retains all of her skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as her and the bonus in its stat block is higher than hers, use the creature’s bonus instead of Ruxandra’s. If the creature has any legendary or lair actions, Ruxandra can’t use them.
  • When Ryxandra transforms, she assumes the beast’s hit points and Hit Dice. When she reverts to her normal form, Ruxandra returns to the number of hit points she had before she transformed. However, if Ryxandra reverts as a result of dropping to 0 hit points, any excess damage carries over to her normal form. As long as the excess damage doesn’t reduce Ruxandra’s normal form to 0 hit points, she isn’t knocked unconscious.
  • Ruxandra can’t cast spells, and her ability to speak or take any action that requires hands is limited to the capabilities of her beast form. Transforming doesn’t break Ruxandra’s concentration on a spell she has already cast, however, or prevent her from taking actions that are part of a spell that she has already cast.
  • Ruxandra retains the benefit of any features from her class, race, or other source and can use them if the new form is physically capable of doing so. However, she can’t use any of her special senses, such as darkvision, unless her new form also has that sense.
  • Ruxandra chooses whether her equipment falls to the ground in her space, merges into her new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Ruxandra’s equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until Ruzandra leaves the form.
  • Beasts of Barovia (at DM discretion, Example Beasts): giant goat, goatgiant wolf spider, spiderwolf
Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 2 (1d4 + 1) piercing damage,

Spear. Melee or Ranged Weapon Attack: +2 to hit (+4 to hit with shillelagh), range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, 4 (1d8) piercing damage if wielded with two hands, or 6 (1d8 + 2) piercing damage with shillelagh.

Description

Concept credit: u/OldAndOldSchool (Reddit)

Block build: u/RINZL3R (Reddit)

Ruxandra Moldovar is the former leader of the Druid circle that resides on Yesterhill, her fondness for wine infuriated the other druids, causing them to oust her from power and exile her. In fact, seeing their former leader’s addiction to wine is what spurred the druids to attack the winery, steal the grape growing gem and poison the remaining wine. Ruxandra lives alone in the woods north of the winery and has been sneaking into the buildings at night to steal wine. Due to her constant inebriation, her magic has become unreliable.

All Rights: Wizards of the Coast

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Monster Tags: NPC

Dark8ngel

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