A powerful wizard that has advised the lord of Laketown for decades. Some time ago, she attempted an experiment to give herself eternal youth. It succeeded, but her hubris exacted a cost: she was transformed into a medusa. Nonetheless, she still serves the lord of Laketown in a smaller capacity, offering counsel if he seeks it and instructing his daughter in the magical arts.
Petrifying Gaze: DC 14 Con save at start of turn if creature can see Cassiopeia's eyes, she is within 30 feet, and she is not incapacitated. Fail by 5 or more, it's petrified instantly. Otherwise, restrained, and repeat save at end of next turn or be petrified (end effect on success). Creature can avert its eyes at start of turn, effectively blinding it to Cassiopeia. If she sees her own reflection under the above conditions, she is subject to her own curse.
Snake Hair: +5 hit, 1d4+2 piercing damage plus 4d6 poison damage.
Spellcasting:Cassiopeia is a 9th-level spellcaster. Her spellcasting ability is Int (DC 14, +6 hit). She has the following wizard spells prepared:
Cantrips (at will): Ray of Frost, Minor Illusion, Mage Hand, Prestidigitation
1st level (4 slots): Detect Magic, Disguise Self, Magic Missile, Shield
2nd level (3 slots): Misty Step, Suggestion
3rd level (3 slots): Counterspell, Fireball, Fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold
The bastard daughter of Lord Stormhawk and Cassiopeia. She is learning the arcane arts under the tutelage of Cassiopeia. If anything should happen to her mother and teacher, she may turn violent and become a longtime nemesis. Should they instead reach out to her, she may offer to join their adventures, or at least check in on them every now and then.
Spellcasting: Lady Evelynn is a 1st-level spellcaster. Her spellcasting ability is Int (DC 12, +4 hit). She has the following wizard spells prepared:
Cantrips (at will): Ray of Frost, Mage Hand, Prestidigitation
1st level (2 slots): Magic Missile, Disguise Self, Shield
Dagger: +2 hit, 1d4 piercing damage.
Pack Tactics.
Sunlight Sensitivity.
Dagger: +5 hit, 1d4+3 piercing damage.
Hand crossbow: +5 hit, 30/120 range, 1d6+3 piercing damage and the target must succeed a DC 13 Con save. On a failed save, it is diseased and poisoned for as long as the disease lasts. Every 24 hours that elapse, the creature can repeat the save, reducing its hit point maximum by 1d10 on a fail or curing the disease on a success. The hit point reduction lasts until the disease is cured.
Rot Grub Pot (if it has ammo): spawns a swarm of rot grubs within 20 feet of the urd inventor's relative space. The urd can only carry one pot of grubs at a time, but can use its action to pick up another pot stored in the scaffolding above.
The leader of a hidden cult of Baphomet, operating in the Undertown.
Dark Devotion: Advantage on saving throws against being Charmed or Frightened.
Shapechanger.
Keen Hearing and Smell.
Multiattack: Jonathan makes two attacks: one with his claws and one with his teeth.
Claws: +5 hit, 2d4+2 slashing damage.
Bite: +5 hit, 1d8+2 piercing damage and the target must make a DC 12 Constitution saving throw or be infected with werewolf lycanthropy.This type of lycanthropy causes someone who rejects the curse to be stuck in the hybrid form.
Spellcasting: 5th-level, Wis-based (DC 13, +5 hit).
Cantrips (at will): Light, Sacred Flame, Thaumaturgy
1st level (4 slots):Command, Inflict Wounds, Shield of Faith
2nd level (3 slots): Spiritual Weapon, Hold Person
3rd level (2 slots): Spirit Guardians, Remove Curse