Gilda

Companions

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Gilda
Medium fey, chaotic neutral
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Armor Class 12
Hit Points 45 (5/level)
Speed 30 ft.
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STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
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Skills Perception +6, Stealth +6
Senses darkvision 90 ft., passive Perception 16
Languages Common, Elvish, Sylvan
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Chaotic Mind. Gilda’s thoughts can’t be read by telepathy or other means, and she has resistance to psychic damage. Whenever a creature deals psychic damage to her, that creature takes the same amount of damage she did.

Innate Spellcasting. Gilda’s innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no components:

At will: commune with nature (only in caves), meld into stone
1/day each: spider climb (self only), stone shape

Insane Beauty. When a creature starts its turn within 30 feet of Gilda and is able to see her, they must make a DC 16 Wisdom saving throw or become confused. A confused creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn.

1-4: The creature does nothing.
5-6: The creature takes no action but uses all its movement to move in a random direction.
7-8: The creature makes one melee attack against a random creature, or does nothing if no creature is within reach.

Creatures can avert their eyes to avoid the saving throw at the start of their turn. If they do so, they can’t see Gilda until the start of their next turn, at which point they may continue to avert their gaze. Otherwise they must immediately make the save. Gilda can suppress this ability at will. Constructs and undead cannot be affected by Insane Beauty.

Actions

Vicious Gaze. Gilda directs her madness into the mind of a target she can see within 60 feet. The target must make a DC 16 Wisdom saving throw or suffer 2d4 psychic damage and have disadvantage on the next attack it makes before the end of its next turn.

Psychic Crush (Recharge 5-6). Gilda targets one creature that she can see within 60 feet. The target must make a DC 16 Wisdom saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one. If the creature is confused, it has disadvantage on the save.

Weep (Recharges after a Short or Long Rest). Gilda releases a cry of overwhelming sadness. All creatures within 30 feet of her that can hear her must make a DC 16 Wisdom saving throw. On a failure, a creature takes psychic damage equal to half of their maximum hit points. On a success, a creature takes 3d6 psychic damage. Constructs and undead are immune to Weep’s effects.

Gilda

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