Player character

Nemeia Thrice-Drowned

Nemeia Thrice-Drowned

Female Undine Witch 1 · Sea Witch, Curse-Caller, and Survivor of the Razored Labyrinth

Nemeia Thrice-Drowned was born touched by water and remade by it. She has drowned three times: once as a child, once in a shipwreck near the Razored Labyrinth, and once in a dream beneath black water where something old spoke her name. She returned each time colder, quieter, and more difficult to read.

Nemeia fills the party’s arcane control role. She weakens enemies with hexes, protects the group with fog and water magic, handles eerie occult clues, and gives the campaign a strong connection to drowning omens, sea-stack legends, and the submerged mysteries of the Castrovin Sea. Unlike the locathah NPCs, she remains a full party member through the later dry Darklands acts, where curses, battlefield control, and utility magic remain essential.

Level 1 Character Sheet

Nemeia Thrice-Drowned — CR 1

Female undine witch 1
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4

Defense

AC 12, touch 12, flat-footed 10
(+2 Dex)

hp 7 (1d6+1)

Fort +1, Ref +2, Will +4

Resist cold 5

Offense

Speed 30 ft., swim 30 ft.

Melee dagger +1 (1d4/19–20)

Ranged light crossbow +2 (1d8/19–20)

Special hexes, patron spells, familiar, water affinity

Statistics

Str 8, Dex 14, Con 12, Int 18, Wis 12, Cha 10

Base Atk +0; CMB -1; CMD 11

Feats Extra Hex

Traits Two-World Magic, Storm-Touched or River Rat

Skills Fly +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8, Perception +4, Sense Motive +5, Spellcraft +8, Swim +10, Use Magic Device +4

Languages Common, Aquan, Kelish, Undercommon, Aklo

Witch Features

Patron: Water. This gives Nemeia a strong campaign identity tied to drowning dreams, tides, fog, currents, and underwater secrets.

Familiar: A pale gull, river otter, crab, or black reef octopus can serve as her familiar. For this build, the recommended familiar is Ink-Eye, a small black octopus spirit-familiar that can ride in a water-filled charm or glass vessel when away from the sea.

Hexes: Nemeia starts with one witch hex and gains an extra from Extra Hex. Recommended: Slumber and Evil Eye. Together they give her strong battlefield control from level 1.

Spellcasting: Nemeia prepares arcane spells from her familiar. Her Intelligence drives spell DCs, bonus spells, and skill power.

How to Play Nemeia at Level 1

Lead with hexes, not weapons. Slumber can remove dangerous enemies from the fight, while Evil Eye weakens attack rolls, saves, or AC.
Use fog and water as battlefield tools. Obscuring mist, chill touch, and later aquatic spells make Nemeia feel like the sea itself is intruding into combat.
Be the omen-reader. Nemeia should interpret strange storms, drowned voices, dead fish, sea-stack carvings, and dreams of black water.
Stay protected. Nemeia is fragile. Let the hobgoblin, warpriest, hunter companion, or rogue control the front while she dismantles enemies from behind them.

Familiar: Ink-Eye

Black Reef Octopus Familiar · Living Omen of the Drowned Labyrinth

Ink-Eye — Octopus Familiar

N Tiny animal/familiar
Init +3; Senses low-light vision; Perception +5

AC 17, touch 15, flat-footed 14
(+3 Dex, +2 size, +2 natural)

hp 3 or half Nemeia’s hp, whichever is higher

Speed 20 ft., swim 30 ft.

Melee tentacles +5 (1d2-3 plus grab, if using octopus creature rules)

Special familiar abilities, empathic link, share spells, improved evasion

Familiar Role

UseHow Ink-Eye Helps
AtmosphereInk-Eye reacts to storms, dead water, occult pressure, and sea-stack magic before humanoids notice.
ScoutingIn shallow water, flooded rooms, and ship bilges, it can investigate spaces humanoids cannot reach.
Spell IdentityAs a witch familiar, Ink-Eye stores Nemeia’s spells and becomes central to her power.
RoleplayIt curls around her wrist, floats in a glass charm, or inks black water when danger approaches.

Important Familiar Note

Ink-Eye is flavorfully aquatic, but Nemeia should not be crippled on land. If needed, use a magical water charm, portable vessel, or GM-approved familiar adaptation so the familiar can safely remain with her during land and Darklands chapters. The campaign should make the familiar eerie and memorable, not logistically frustrating.

Witch Spells

Recommended Prepared Spells and Long-Term Spell Direction

Level 1 Spellcasting

Caster Type: prepared arcane caster

Concentration +5; Spell DC 14 + spell level

0-Level Spells Prepared: 3

1st-Level Spells Prepared: 2/day plus bonus spells from Intelligence if applicable

Recommended Cantrips: detect magic, guidance or daze, ray of frost

Recommended 1st-Level Loadout: sleep, obscuring mist, mage armor

Core 1st-Level Spell Notes

SpellUse
SleepDevastating at low levels against groups of pirates, smugglers, and guards.
Obscuring MistPerfect maritime control spell for docks, bridges, ship decks, and sea caves.
Mage ArmorEssential personal defense if Nemeia expects combat.
Chill TouchStrong creepy sea-witch flavor; useful against living foes and undead themes.
Ill OmenExcellent setup spell before a key save-or-suck hex or ally attack.
Ray of FrostMinor but flavorful; ties to cold currents and drowning omens.

Aquatic and Maritime Spell Direction

Spell ThemeExamplesCampaign Role
Fog and concealmentobscuring mist, fog cloud, stinking cloudControl ship decks, docks, ruined bridges, and enemy archers.
Cold and drowningray of frost, chill touch, ice stormReinforces the “thrice-drowned” identity.
Water survivalwater breathing, pressure adaptation, stabilize pressure, neutral buoyancyUse if available from campaign spell access, scrolls, patron expansion, or GM permission.
Curses and fearill omen, bestow curse, fearUseful throughout maritime and Darklands arcs.
Darklands controlweb, glitterdust, black tentaclesKeeps her powerful after the campaign leaves the water.

Recommended Spells by Tier

LevelSpell TierRecommended PrioritiesReason
1–31stsleep, mage armor, obscuring mist, ill omenLow-level control and survival.
4–62ndglitterdust, web, fog cloud, see invisibilityMajor control upgrade and anti-stealth utility.
7–93rdstinking cloud, water breathing, dispel magicExpedition survival and strong battlefield denial.
10–124thblack tentacles, ice storm, bestow curseExcellent against pirate crews, cultists, and Darklands soldiers.
13–145th–7th access depending rulesbaleful polymorph, waves of fatigue, greater dispel magicLate-game control and anti-monster tools.

Recommended Progression Through Level 14

Nemeia should remain a control caster first and a sea-themed specialist second. Her magic must work in Kridorfrost, Kridorn, Vladmirr, Ninshabur, underwater ruins, and the dry abyssal Darklands.

LevelChoiceRecommendationReason
1Feat / HexesExtra Hex; Slumber + Evil EyeStrongest low-level control package.
2HexCackleExtends Evil Eye and later misfortune effects.
3FeatAccursed HexImproves reliability when a key target resists a hex.
4HexMisfortuneBrutal against bosses and elite enemies when paired with Cackle.
5FeatImproved InitiativeControl casters want to act before enemies.
6HexFlight or WardFlight for utility; Ward for protecting allies in long expeditions.
7FeatSpell Focus: Enchantment or ConjurationChoose based on spell emphasis.
8HexIce Tomb or Water Lung if allowedStrong theme; choose rules-legal option available at your table.
9FeatGreater Spell Focus or Extra HexMore DC pressure or another thematic hex.
10Major HexMajor Healing, Agony, or RetributionChoose support or offense.
11FeatSpell PenetrationImportant against late-game magical horrors.
12Major HexWeather Control or Hoarfrost if allowedFits campaign storms and cold black-water themes.
13FeatGreater Spell PenetrationMore reliable magic in the final acts.
14Major HexVision or Beast EyeGreat for ancient mysteries, scouting, and occult interpretation.

Preferred Gear

  • Cloak of resistance: mandatory defense.
  • Headband of vast intelligence: highest priority caster item.
  • Wand of mage armor: saves spell slots.
  • Pearl or black coral focus: thematic spellcasting object.
  • Ring of swimming: useful without turning her into a purely aquatic build.
  • Scrolls of aquatic spells: pressure adaptation, neutral buoyancy, stabilize pressure, or water breathing if available.

Personal Sidequest — Voices Beneath the Tide

Nemeia hears drowned voices trapped beneath the sea stacks near the Pillars of Trajheir. Investigating reveals a submerged shrine where ancient sea magic and forgotten locathah warnings were sealed beneath layers of coral and volcanic glass.

Alternate Sidequest — The Salt Widow

A sea hag haunting abandoned fishing villages claims to know why Nemeia survived her drownings. To learn the truth, the party must enter a cursed fog bank where memory, water, and prophecy blur together.

Campaign Quote

“The sea does not forget the dead. It only waits to speak with their voices.”