Medium humanoid, chaotic good
- Armor Class
- 14
- Hit Points
- 120 (16d8 + 48)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Dex +7, Wis +3
- Skills
- Stealth +7, Survival +3, Deception +6, Acrobatics +7, Perception +3
- Senses
- passive Perception 13
- Languages
- Common, Elvish
Actions
Ez makes three attacks, using Hunter's Blade or Fiery Bolt in any combination.
Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage plus 11 (2d10) Radiant damage.
Ranged Attack Roll: +7, range 120 ft. Hit: 19 (3d10 + 3) Fire damage.
Bonus Actions
Ez chooses up to six allies within 60 feet. Each target that can hear her has Ez's choice of (A) Advantage on the next attack roll it makes before the end of its next turn or (B) Resistance to Acid, Necrotic, and Poison damage until the end of its next turn.
Ez chooses a damage type. wis DC 15, one target within 30 feet that Ez can see. The target is cursed. Until the curse ends, the target has Vulnerability to the chosen damage type. The curse ends early if Ez uses this action again.
If the target drops to 0 Hit Points before the curse ends, Ez can take a Bonus Action on a later turn to curse a new creature.
Ez chooses up to six allies within 60 feet. Each target that can hear her can take a Reaction to move up to its Speed without provoking Opportunity Attacks.
Spellcasting
Ez casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):
Ez casts Shield in response to that spell's trigger, using the same spellcasting ability as Spellcasting.