Ysolde Marrowbind, the Hexwright
- Armor Class
- 16
- studded leather
- Hit Points
- 180
- 24d8 + 72
- Speed
- 30 ft.
- STR 0
- DEX +2
- CON +3
- INT +3
- WIS +1
- CHA +5
- Saving Throws
- Con +8, Cha +10
- Skills
- Arcana +8, Deception +10, Insight +6, Intimidation +10
- Damage Resistances
- Cold, Necrotic
- Condition Immunities
- Charmed, Frightened
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Common, Abyssal, Deep Speech, Infernal
- Gear
- Bone-hafted athame, ledger of tithes bound in human vellum
Traits
- Devil's Sight. Magical darkness does not impede Ysolde's darkvision, and she can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Hexbound Fate. When Ysolde fails a saving throw, she can choose to succeed instead by transferring the failure to a creature whose name appears in her ledger. That creature must be on the same plane of existence and immediately suffers the effect she avoided. She can use this feature three times per day, and every use costs her one page of the ledger.
- The Bone Ledger. Ysolde carries a vellum ledger listing every creature that has ever accepted a bargain from her. While a creature's name is written in it, she knows the general direction and distance to that creature if it is on the same plane, she can speak telepathically to it at any range on the same plane, and she has advantage on Charisma checks made against it.
- Patron's Ransom. The first time Ysolde drops to 0 hit points, she instead drops to 1 hit point and a fiend of her patron's choosing claims one year of her remaining life. All creatures within 20 feet of her must succeed on a DC 18 Wisdom saving throw or be frightened of her until the end of their next turn.
Pact Magic
Their spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks).
- Cantrips (at will). Chill Touch, Eldritch Blast, Minor Illusion
- Spells (4 5th-level slots). Bestow Curse, Blight, Counterspell, Darkness, Dimension Door, Hold Monster
Actions
- Multiattack. Ysolde casts one spell from her Hexbound list and makes one Withering Bolt attack, or makes three Withering Bolt attacks.
- Athame of Tithes. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 10 (3d6) necrotic damage. If the target is a creature that owes Ysolde a debt, favour, or signature, the necrotic damage is doubled and she regains hit points equal to half the necrotic damage dealt.
- Withering Bolt. Ranged Weapon Attack: +10 to hit, range 5 ft., one target. Hit: 22 (5d8) necrotic damage. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage, and the target cannot regain hit points until the end of Ysolde's next turn as the wound refuses to close.
- Marrow Tithe (Recharge 5-6). Ysolde calls in every debt at once. Each creature in the area must make a DC 18 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Each creature of her choice within 30 feet must make a DC 18 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one. Ysolde gains temporary hit points equal to the highest single amount of damage dealt, and her maximum hit points are unchanged.
Bonus Actions
- Hexward Step. Ysolde vanishes in a curl of ledger-ash and reappears in an unoccupied space she can see within 30 feet. Until the start of her next turn, the first creature that attacks her has disadvantage on the roll.
Reactions
- Ledger's Due. Trigger: When Ysolde takes damage from a creature she can see within 60 feet. Ysolde tears a page from the Bone Ledger. She halves the damage taken, and a creature whose name is on that page — if it is on the same plane — takes the amount she prevented as necrotic damage, wherever it happens to be standing.
Legendary Actions
Ysolde Marrowbind, the Hexwright can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Ysolde regains spent legendary actions at the start of their turn.
- Withering Bolt. Ranged Weapon Attack: +10 to hit, range 5 ft., one target. Hit: 22 (5d8) necrotic damage. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage, and the target cannot regain hit points until the end of Ysolde's next turn as the wound refuses to close.
- Rewrite a Name (Costs 2 Actions). Ysolde scratches out a name and writes another. She ends one condition affecting herself, and one creature she can see within 60 feet must succeed on a DC 18 Charisma saving throw or suffer that condition until the end of its next turn.
- Debt Collected (Costs 3 Actions). Ysolde closes the ledger on someone. One creature she can see within 60 feet must make a DC 18 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much on a success. If the save fails by 5 or more, the creature's hit point maximum is reduced by the damage taken until it finishes a long rest, and Ysolde gains that many temporary hit points.
Origin Story
Ysolde Marrowbind was a debt clerk in the free city of Harrowgate, and she was very good at it. She understood before she was twenty that a signature is a kind of spell: it binds a future self to a present want, and it works whether or not anyone believes in it. What she lacked was enforcement. The thing that answered her — she has never named it, and the ledger does not either — offered exactly that, and asked only for the standard rate. She has been paying it ever since, one year at a time, and she has never once been late. She is not a monster in the sense of a thing that lurks; she keeps regular hours, she honours the letter of every agreement, and she has ruined more lives with a fair contract than most liches manage with an army.
Habitat and Ecosystem
Ysolde works out of cities, not dungeons — counting houses, tithe barns, harbour offices, anywhere obligations are recorded and enforced. She keeps a suite above a legitimate moneylender who does not know what she is, pays rent on time, and is popular with the neighbours. Her real territory is her clientele: a web of indebted merchants, minor nobles, and desperate parents spread across three duchies. Adventurers usually meet her because someone they care about signed something, and she has come, politely, to collect.
Social Structure
She has no cult and wants none — followers talk. Instead she maintains a strictly professional network: four or five factors who broker introductions and take a cut, a copyist who never reads what she transcribes, and a standing arrangement with two local magistrates who rule reliably in favour of written agreements. Her patron is not a member of this structure; it is a creditor, and Ysolde is careful never to confuse the two. If she is killed, the ledger passes to whoever holds it, and every name inside becomes their problem and their asset.
Interaction Guide
Ysolde is a talking encounter first and a fight second, and she is far more dangerous as the former. She will always offer terms, and her terms are always genuinely good in the short run — that is the trap, not a lie. If the party negotiates, give them a real bargain with a real cost and let them take it or refuse it. If they attack, she opens with Darkness and Devil's Sight, uses Hexward Step to keep 60 feet of air between herself and anyone with a greatsword, and spends Ledger's Due to make a distant NPC bleed for the party's damage — which is the moment the table understands what she is. She fights to leave, not to win, and she keeps her word about withdrawing. She will also keep her word about coming back.