DND World

Command Palette

Search for a command to run...

Admin
npc

Madame Vespera

Madame Vespera
Madame Vespera
CR 9
Medium humanoid (elf), Chaotic Neutral
Reveal Stat Block
Armor Class
16 (studded leather + goggles)
Hit Points
91 (14d8 + 28)
Speed
30 ft.
str
10
+0
dex
18
+4
con
14
+2
int
16
+3
wis
12
+1
cha
18
+4

Saving Throws DEX +7, CHA +7

Skills Acrobatics +7, Deception +7, Persuasion +10, Sleight_of_hand +7, Stealth +7

Senses Darkvision 120 ft. (with goggles), passive Perception 11

Languages Common, Elvish, Thieves' Cant

Silence-Ward Aura.Vespera and allies within 10 feet of her are under the effect of the *pass without trace* spell and cannot be heard by normal means.
Cunning Action.Vespera can take a bonus action on each of her turns to Dash, Disengage, or Hide.

Actions

Multiattack.Vespera makes three attacks: two with her Rapier and one with her Steam-Pistol.
Masterwork Rapier.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) lightning damage.
Experimental Steam-Pistol.Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 10 (1d10 + 4) piercing damage plus 4 (1d8) fire damage.
Charm of the Exile (Recharge 5-6).Vespera targets one creature she can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed by Vespera for 1 minute.

Madame Vespera

Identity: Pirate Lord of Crystal Cove, Exile of Dorey Location: Crystal Cove / The Boundary Ocean

Madame Vespera is an elven noble-turned-pirate, exiled from the Enclave of Dorey for her "unnatural" fascination with Aether-tech and black-market trade. She is a figure of elegance and menace, often seen in high-collared velvet coats and wearing delicate, silver-rimmed goggles. Her fleet, the "Silent Shadows," consists of sleek elven vessels modified with silence-wards and experimental steam-pumps, allowing them to glide through the water without a sound.

Vespera specializes in the theft and resale of high-value magical artifacts. She has contacts in every major city, from the low quarters of Kigum to the deep mines of Steamfort. She is not driven by simple greed but by a desire to see magic democratized—or at least, taken out of the exclusive hands of the High Council and the Syndicate. She is a master of social manipulation and often uses her noble poise to charm her way into high-security events before her crew strikes.

Plot Hooks:

  • The Enclave's Request: The leaders of Dorey, regretting their decision to exile her, hire the party to secretly contact Vespera and request her help in recovering a stolen religious relic.
  • The Silent Raid: Vespera's crew raids a Steamfort research vessel, stealing a prototype "Spell-Nullifier." The Syndicate hires the party to track her down and retrieve the device before she sells it to the highest bidder.
  • A Toast to Freedom: Vespera invites the party to a neutral port for a "business discussion," offering them a cut of a massive heist she is planning against a Grand Arcane Bank transport.