Medium Fey (Elf), Chaotic Neutral
Armor Class 16 studded leather armor
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +8, INT +6
Skills Acrobatics +8, Perception +5, Performance +7, Stealth +8
Damage Vulnerabilities Psychic
Condition Immunities Charmed
Senses Darkvision 60ft., Passive Perception 15
Languages Common, Elvish, Sylvan, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fey Cacophony. Vadya is immune to being charmed, and magic can't put her to sleep.

Tasha’s Luminous Hum. Vadya is constantly surrounded by faint ethereal music that grants her advantage on performance checks.

Evasive Footwork. When Vadya moves, she can add her Sneak Attack dice roll to her AC until she stops moving.

Voices of the Departed. Vadya can communicate with spirits of the dead, gaining advantage on any one skill check once per short or long rest as she consults them.

Whispers of the Feywild. Occasionally, the voice of Titania cuts through, granting Vadya a moment of clarity. Once per long rest, she can reroll a failed saving throw or ability check.

Actions

Multiattack. Vadya makes two attacks: one with her Shortsword and one with either her Flintlock Pistol or dagger.

Flintlock Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Shortsword (Sivath’s Sword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature, it can't take reactions until its next turn.

Whisper’s Edge (Cursed Dagger).
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
On hit, the target must succeed on a DC 16 Wisdom saving throw or become cursed. While cursed, the target hears haunting whispers of Vadya’s drowned crewmates, causing them to take an additional 1d6 psychic damage at the start of each of their turns. The curse lasts for 1 minute and can be removed earlier with a remove curse spell or similar magic. A creature can only be affected by one curse from the dagger at a time.

Additionally, when Vadya uses the dagger, she hears the voices of her crewmates more strongly, both the supportive and maddening ones. After using the dagger to attack, Vadya must succeed on a DC 12 Wisdom saving throw or become overwhelmed by the voices, gaining the frightened condition until the end of her next turn. If she's already frightened, she's instead incapacitated by the onslaught of voices until the end of her next turn. This is a curse of the dagger, and even if Vadya is aware of this effect, she cannot resist using the dagger when in distress, as she feels it keeps her connected to her lost crew.

Ethereal Tendril (Recharge 5-6). Vadya calls upon the spirits of her departed crew, manifesting ghostly tendrils to reach out and grasp at enemies. Creatures within a 15-foot radius must make a DC 16 Dexterity saving throw or take 18 (4d8) necrotic damage and be restrained until the end of Vadya's next turn.

Bonus Actions

Tumble Acrobat. Vadya can use a bonus action to take the Dash or Disengage action. When she dashes, difficult terrain doesn't cost her extra movement on that turn.

Phantom Roar. Once per short or long rest, Vadya can let out a spectral wail. All creatures within 10 feet of her must succeed on a DC 16 Wisdom saving throw or be frightened of her until the end of her next turn.

Reactions

Fancy Footwork. If Vadya makes a melee attack against a creature, that creature can't make opportunity attacks against her for the rest of her turn.

Mythic Actions

1. Spirit's Counsel (Recharge 5-6):
Vadya momentarily focuses, calling forth the spirits for guidance. As an action, she gains advantage on all attack rolls, saving throws, and ability checks until the end of her next turn.

2. Ethereal Step (1/Day):
Channeling the power of the Feywild, Vadya momentarily becomes ethereal. As an action, she can step into the Ethereal Plane, allowing her to move up to her speed without provoking opportunity attacks and pass through solid objects as if they were difficult terrain. She remains in the Ethereal Plane until the end of her current turn, after which she returns to the space she occupied or the nearest unoccupied space.

3. Call of the Abyss (Recharge 6):
Drawing from her traumatic experience in the Underdark, Vadya emits a haunting, echoing scream that disorients and terrifies her foes. All creatures within a 20-foot radius must succeed on a DC 16 Wisdom saving throw or be stunned until the end of Vadya's next turn.

4. Titania's Blessing (1/Day):
Vadya invokes the favor of the Archfey, Queen Titania, surrounding herself with an aura of radiant fey energy. For 1 minute, Vadya gains the following benefits:

  • She emits bright light in a 20-foot radius and dim light for an additional 20 feet.
  • At the start of each of her turns, Vadya regains 10 hit points.
  • Whenever she makes an attack roll or a saving throw, she can add a d4 to the roll.

5. Whispers of the Damned (2/Short or Long Rest):
Vadya channels the agonized voices of her deceased crewmates, overwhelming a target's mind with despair. As an action, she targets one creature she can see within 60 feet. The target must make a DC 16 Wisdom saving throw or take 4d10 psychic damage and be frightened of Vadya for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Vadya Luxeldon was a renowned sailor hailing from Astrazalian in the Feywild. A tragic storm claimed her crew and ship, sending her spiraling into the depths of the Underdark. She barely managed to escape with her sanity intact, driven mad by the voices of her deceased crew. These spectral voices provide her with counsel and sporadic guidance, with the benevolent voice of the Feywild Queen, Titania, occasionally breaking through to offer protection. She now roams the world, seeking her lost father and always ready to dive back into the abyss of the Underdark, hoping to find him.

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