Page 232 - Curse of Strahd_Neat
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EZMERELDA n'AVENIR ACTIONS
Medium humanoid (human), chaotic good Multiattack. Ezmerelda makes three attacks: two with her +7
rapier and one with her +7 handaxe or her silvered shortsword.
, Armor Class 17 (+7 studded leather armor)
Hit Points 82 (lld8 + 33) +1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar
Speed 30 ft. get. Hit: 9 (ld8 + 5) piercing damage.
+1 Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach
STR DEX CON INT WIS CHA 5 ft. or range 20/60 ft., one target. Hit: 6 (ld6 + 3) slash-
14 (+2) 19 (+4) 16 (+3) 16 (+3) 11 (+O) 17 (+3)
ing damage.
Saving Throws Wis +3 Silvered Shortsword. Me/ee Weapon Attack: +7 to hit, reach 5
Skills Acrobatics +7, Arcana +6, Deception +9, Insight +3, ft., one target. Hit: 7 (1 d6 + 4) piercing damage.
Medicine +3, Perception +6, Performance +6, Sleight of Hand
+7, Stealth +7, Survival +6 Curse (Recharges after a Long Rest). Ezmerelda targets one
Senses passive Perception 16 creature that she can see within 30 feet of her. The target must
Languages Common, Elvish succeed on a DC 14 Wisdom saving throw or be cursed. While
Challenge 8 (3,900 XP) cursed, the target has vulnerability to one type of damage of
Ezmerelda's choice. The curse lasts until ended with a greater
restoration spell, a remove curse spell, or similar magic. When
Special Equipment. In addition to her magic armor and weap the curse ends, Ezmerelda takes 3d6 psychic damage.
ons, Ezmerelda has two potions of greater healing, six vials of
holy water, and three wooden stakes. Evil Eye (Recharges after a Short or Long Rest). Ezmerelda
1
targets one creature that she can see within 0 feet of her and
Spel/casting. Ezmerelda is a 7th-level spellcaster. Her spellcast casts one of the following spells on the target (save DC 14),
ing ability is Intelligence (spell save DC 14, +6 to hit with spell requiring neither somatic nor material components to do so:
attacks). Ezmerelda has the following wizard spells prepared:
animaffriendship, charm person, or hold person. If the target
Cantrips (at will): fire bolt, light, mage hand, prestidigitation succeeds on the initial saving throw, Ezmerelda is blinded until
1st level (4 slots): protection from evil and good, magic mis- the end of her next turn. Once a target succeeds on a saving
sile, shield throw against this effect, it is immune to the Evil Eye power of
2nd level (3 slots): darkvision, knock, mirror image all Vistani for 24 hours.
3rd level (3 slots): clairvoyance, lightning bolt, magic circle
4th level (1 slot): greater invisibility
secrets from her. The two vampire hunters got on each Castle Ravenloft, with every intention of dispatching the
other's nerves, and their arguments became more fre vampire herself.
quent. At last, Ezmerelda suggested that they part com Tarokka Deck. Ezmerelda keeps a deck of tarokka
pany with some shred of their friendship still intact, and cards in her wagon (chapter 11, area Vl). Although the
van Richten agreed. cards aren't magical, Ezmerelda can use them to per
Ezmerelda's Secret. Since bidding farewell to van form a card reading for the characters (see chapter 1),
Richten, Ezmerelda has amassed a sizable personal like the one that can be performed by Madam Eva.
fortune, some of which she used to buy a wagon to carry
her vampire-slaying paraphernalia. On one of her less EZMERELDA n'AVENIR's TRAITS
successful adventures, a werewolf bit off her right leg Ideal. "Evil that feeds on the innocent is the worst of
below the knee, and although she avoided being afflicted all evils and must be destroyed."
with lycanthropy, Ezmerelda was sidelined for months. Bond. "My mentor and teacher, Dr. Rudolph van
She commissioned a master artisan to craft a prosthetic Richten, is like a father to me."
lower leg and foot. After several tries, he delivered a Flaw. "I go where angels fear to tread."
prosthesis that restored her mobility. She has since
adapted well to the false appendage and takes care to IZEK STRAZNI
hide it from view.
The Great Vampire Hunt. While in the company of a Izek and his sister were born in Vallaki. One morning,
Vistani caravan, Ezmerelda heard a rumor that Rudolph their father and their uncle took them fishing on Lake
van Richten had gone to Bar.ovia to slay the most power Zarovich. On the way back to town, a dire wolf attacked
ful vampire of them all. She decided that he might need Izek and bit off his right arm. His father carried Izek
help and traveled for months to reach Strahd's domain. back to town while his uncle distracted the beast.
She rode her wagon to Vallaki and learned about an old His sister ran and hid in the woods and was never .
.
tower that seemed the sort of place van Richten would seen again.
use as a base. When she arrived there, she found some : .Unlike his sister� Izek was.born·without a soul. As
of van Richten's belongings, but of the vampire hunter tim� wore on, he. forgot.his lost: siste�. and learned to
· .. · ·
there was no sign. Alti;iough she is anxious to learn the . _cope wit�-hi1 d,isa&ility. . _ . · · . ·
_
whereabouts of her mentor, she is also eager to earn his Orphaned Killer. 'I:iek's parents succumbed fo their
trust and respect. To that end, she has been poring over · grief, leaving him an orphan. He·be·carrt�; sociop�th:
van Richten's research and learning about_Strahd and . Other -childrert ru_tqlessly mocked hi.hi bec3:ti�� of his
.- . - . '
- APPENDIX D I MONSTERS AND NPCS
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