Medium Humanoid, Chaotic Good
AC 19 (Unarmored Defense)    Initiative +9 (19)
HP 114 (12d8 + 32)
Speed 60 ft., Walk 60 ft., Fly 60 ft.
Mod Save
STR 12 +1 +1
DEX 20 +5 +9
CON 16 +3 +3
Mod Save
INT 15 +2 +6
WIS 18 +4 +8
CHA 16 +3 +3
Resistances Force, Lightning
Gear (+3) Lightning Whip, Phial of Holy Water, Phial of Wolfsbane, 6 Wooden Stakes. 3 Potions of Greater Healing.
Senses Passive Perception 18
Languages Celestial, Common (Zenobian, Barovian, Vistani), Elvish, Infernal
CR 10 (XP 5,900; PB +4)
Traits

Uncanny Metabolism. When Ezmerelda rolls Initiative, she may roll 1d10, regaining (1d10 + 12) hit points back.

Elemental Wrath. Ezmerelda may choose to do Force, Lightning, Cold, or Fire damage in replacement of her bludgeoning. 

Evasion. When Ezmerelda is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage on a success, half on a failure. 

Occult Casting.
Ezmerelda, due to her long studies beneath Van Richten, has access to a limited amount of spells to aid her in her conquest of hunting monsters. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following spells prepared: 
Cantrips (at will): Elementalism, fire bolt light, mage hand, booming blade, green flame blade
1st level (4 slots): Protection from Evil and Good, Magic Missile. Shield
2nd level (3 slots): Knock, Mirror Image
3rd level (2 slots): Clairvoyance, Lightning Bolt.
4th level (1 slot): Greater Invisibility

Actions

Multiattack. Ezmerelda takes two attacks with the Lightning Whip or her Unarmed Strike, or she replaces one of these attacks with the Magic Action.

Elemental Burst (4/Day). Ezmerelda chooses a point within 120-feet of her to burst with magical energy. Any creatures in the sphere must make a DC 16 Dexterity Saving Throw. Failure: Each creature takes (3d10) points of Lightning, Cold, Fire, Acid, or Thunder (her choice). Success; a creature takes half damage. 

Lightning Whip. Melee and Ranged Weapon Attack: (+12) to hit, reach 25 ft., one target. Hit: (1d10 + 8) slashing damage plus (1d10) lightning damage. In addition, the target cannot take reactions until the start of her next turn. As well, the target must succeed on a DC 16 Dexterity Saving Throw or be pulled toward or away from herself. 

Vistana Curse (1/Day)Ezmerelda may invoke the dark magicks of the Vistani, choosing one creature within 30 feet of her that draws her deepest ire. The creature must make a DC 16 Intelligence Saving Throw, or become [Tooltip Not Found] by her. Every 24 hours, the creature chosen must succeed on the same saving throw or lose 2 points from the ability score of her choice. On a 3rd success, the curse ends, and they become immune to the Vistana Curse for 24 hours. After the creature loses its curse, Ezmerelda gains 2 points of Exhaustion.

Evil Eye (1/Day). Ezmerelda chooses a creature she can see within 30 feet her, channeling the malevolent powers of the diviner to attempt to hinder her target. The creature must succeed on a DC 16 Intelligence Saving Throw, becoming blinded for 24 hours. In addition, Ezmerelda always knows the exact location of the creature, and cannot be hidden by magical means for this duration. If the creature succeeds this saving throw, Ezmerelda becomes blinded for one hour, and the target is immune to Evil Eye for 24 hours. 

 

Bonus Actions

Flurry of Blows. Ezmerelda may choose to make three unarmed strikes as a Bonus Action on her turn. 

Step of the Wind. She may take the Dash action, as well as Disengage as part of that same action. Another creature within 5 feet may move to their speed with her, without provoking Opportunity Attacks. 

Patient Defense. Ezmerelda takes the Disengage or Dodge action as a Bonus Action. In addition, she may regain 2d10 hit points. 

Unarmed Strike . Melee Attack., (+9) to hit, reach 15ft., one target. Hit: (1d10 + 5) force damage. In addition, Ezmerelda may choose to stun the target, Constitution Saving Throw 16, or become stunned until the start of her next turn. On a failure, its speed is halved and her next attack roll against that creature is at advantage. 

Reactions

Slowed Fall. When Ezmerelda is subjected to a fall and damage that comes from the fall, she may reduce the amount of damage by 60. 

Deflect Missiles. When Ezmerelda is hit and the damage includes bludgeoning, piercing, or slashing damage, she can reduce the attacks total damage by (1d10 + 18). If it is reduced to 0, she may choose her attacker so long as they are within 60 feet of her and inflict it in return. They must succeed on a DC 16 Dexterity Saving Throw or take (2d10 + 5) damage that is the same dealt by the attack. 

Lair and Lair Actions

 

 

Menphiaa

Comments

Posts Quoted:
Reply
Clear All Quotes