Ezmerelda d'Avenir by ChefChronos on DeviantArt (original) (raw)
A flash of crimson cuts through the gloom as Ezmerelda d'Avenir steps out from the shadows. Her face, framed by a cascade of raven curls, is etched with determination, her olive skin weathered by years on the road. Despite the hardships, her amber eyes still hold a spark of defiance.
Clad in worn leather armor that speaks of countless battles, she carries herself with the easy grace of a natural hunter. A broadsword hangs at her hip, its hilt worn smooth from use. A silver amulet, depicting a raven in flight against a full moon, rests against her chest, a symbol of both her heritage and her calling.
But what truly draws the eye is the marvel replacing her missing leg. In place of flesh and bone is a marvel of ingenious clockwork. Polished brass gleams in the dim light, meticulously crafted gears and pistons forming a powerful, articulated limb. Etched filigree decorates the metal, swirling with arcane symbols that hint at the prosthetic's extraordinary capabilities. Steam wisps from intricate vents, a rhythmic hiss accompanying her every step. This is no mere replacement; it's a testament to her resilience, a weapon in its own right, and a conversation starter guaranteed to turn heads wherever she goes. The air around her crackles with a subtle energy, hinting at the arcane power she wields alongside her martial prowess.
This is a woman who has stared into the abyss and chosen to fight back, with both magic and the wonders of steam.
However, Ezmerelda never forgets her Vistani heritage. A sash of vibrant crimson, embroidered with swirling gold thread that resembles flames, is tied around her waist. Silver bangles adorned with tiny charms jingle on her wrist, each charm a symbol of a past adventure or a reminder of a loved one lost. A crimson scarf, fringed with intricate lace, is knotted around her neck, the ends trailing down her back. Despite the darkness that surrounds Barovia, Ezmerelda carries a spark of her people's vibrancy wherever she goes.
Ezmerelda d'Avenir
Medium monstrosity (human, with prosthetic limb), chaotic good
Armor Class 18 (modified leather armor + dex modifier, prosthetic leg grants +1 AC) Hit Points 173 (22d8 + 88 + 4) Speed 40 ft. (prosthetic leg enhances movement)
Saving Throws Dex +11, Int +7, Wis +9 Skills Acrobatics +13, Arcana +10, Deception +13, Insight +9, Medicine +7, Perception +12, Performance +10, Sleight of Hand +13, Stealth +14, Survival +10 Languages Common, Elvish
Challenge 15 (35,000 XP)
Keen Mind. Ezmerelda can recall anything she has seen or heard perfectly for the past month.
Monster Hunter: Ezmerelda gains bonuses against specific monster types chosen during her training (undead and fiends). She has advantage on Wisdom (Survival) checks to track these favored enemies and her Crimson Rite damage deals an extra 2d6 damage against them.
Blood Hunter Features:
- Crimson Rite: Ezmerelda has chosen the Mutant (Bloodborne) subclass. When she uses Crimson Rite, she can choose to inflict either necrotic or radiant damage with her weapon attacks. Additionally, her rite grants her a temporary mutation based on the chosen damage type:
- Necrotic: Claws sprout from her hands, granting her unarmed strikes that deal 1d8 + Dexterity modifier slashing damage.
- Radiant: Her eyes glow with celestial light, granting her Darkvision 120 ft. and advantage on Charisma (Intimidation) checks.
- Hemoplague: Ezmerelda's attacks carry a virulent curse. When a creature she hits with a weapon attack fails a Constitution saving throw (DC 19), it is considered diseased for 1 minute. At the start of each of its turns while diseased in this way, the creature takes 7 necrotic damage. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.
Wizard Spells (7th Level Caster):
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): charm person, identify, protection from evil and good, shield
- 2nd level (3 slots): detect thoughts, invisibility, misty step
- 3rd level (3 slots): dispel magic, lightning bolt, sending
- 4th level (2 slots): blight, dimension door
- 5th level (1 slot): vampiric touch
Legendary Actions
Ezmerelda can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ezmerelda regains spent legendary actions at the start of her turn.
- Move. Ezmerelda moves up to her speed.
- Attack. Ezmerelda makes one weapon attack.
- Cast a Spell. Ezmerelda casts a spell using a spell slot of 5th level or lower.
- Crimson Rite (Recharge 5-6). Ezmerelda activates her Crimson Rite, gaining the benefits as described above.
Weapons
- Sunsteel Scimitar (Legendary). This scimitar deals an extra 2d6 radiant damage to undead and fiends. While wielding this weapon, Ezmerelda has resistance to necrotic damage.
- Silver Dagger (+1). This dagger deals an extra 2d6 radiant damage to fiends.
Reactions
- Uncanny Dodge (as Rogue). If Ezmerelda is targeted by an attack that she can see coming, she can use her reaction to halve the damage she takes from the attack, if any.
- Shield. Ezmerelda can cast shield as a reaction when she or a creature within 5 feet of her is targeted by an attack. Until the end of her next turn, the target has a +2 bonus to AC.
Equipment
- Modified leather armor, sunsteel scimitar (legendary), silver dagger (+1), healer's kit, disguise kit, jeweler's tools, 2 potions of healing, vial of holy water, silver holy symbol (raven in flight against a full moon), pouch containing 50 gp, a crimson sash embroidered with gold thread, silver bangles with charms, and a crimson scarf with lace trim.