Sources
CR
Type
Size
Alignment
Movement

Ezmerelda d'Avenir

Medium Humanoid (human), Chaotic Good

Armor Class 17 (+1 studded leather armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
14
+2
DEX
19
+4
CON
16
+3
INT
16
+3
WIS
11
+0
CHA
17
+3
Saving Throws WIS +3
Skills Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6
Senses passive Perception 16
Languages Common, Elvish
Challenge 8 (3,900 XP)

Traits

Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.

Spellcasting

Spellcasting. Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): protection from evil and good, magic missile, shield

2nd level (3 slots): darkvision, knock, mirror image

3rd level (3 slots): clairvoyance, lightning bolt, magic circle

4th level (1 slot): greater invisibility

Actions

Multiattack. Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.

Rapier +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:9 (1d8 + 5) piercing damage.

Handaxe +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:6 (1d6 + 3) slashing damage.

Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) piercing damage.

Curse (Recharges after a Long Rest). Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While 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 the curse ends, Ezmerelda takes 3d6 psychic damage.

Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.

Lore

Ezmerelda d'Avenir, a Vistana, is the protégé of Rudolph van Richten - despite the fact that her first encounter with the vampire hunter was anything but pleasant.