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
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
| Use | How Ink-Eye Helps |
|---|---|
| Atmosphere | Ink-Eye reacts to storms, dead water, occult pressure, and sea-stack magic before humanoids notice. |
| Scouting | In shallow water, flooded rooms, and ship bilges, it can investigate spaces humanoids cannot reach. |
| Spell Identity | As a witch familiar, Ink-Eye stores Nemeia’s spells and becomes central to her power. |
| Roleplay | It 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
| Spell | Use |
|---|---|
| Sleep | Devastating at low levels against groups of pirates, smugglers, and guards. |
| Obscuring Mist | Perfect maritime control spell for docks, bridges, ship decks, and sea caves. |
| Mage Armor | Essential personal defense if Nemeia expects combat. |
| Chill Touch | Strong creepy sea-witch flavor; useful against living foes and undead themes. |
| Ill Omen | Excellent setup spell before a key save-or-suck hex or ally attack. |
| Ray of Frost | Minor but flavorful; ties to cold currents and drowning omens. |
Aquatic and Maritime Spell Direction
| Spell Theme | Examples | Campaign Role |
|---|---|---|
| Fog and concealment | obscuring mist, fog cloud, stinking cloud | Control ship decks, docks, ruined bridges, and enemy archers. |
| Cold and drowning | ray of frost, chill touch, ice storm | Reinforces the “thrice-drowned” identity. |
| Water survival | water breathing, pressure adaptation, stabilize pressure, neutral buoyancy | Use if available from campaign spell access, scrolls, patron expansion, or GM permission. |
| Curses and fear | ill omen, bestow curse, fear | Useful throughout maritime and Darklands arcs. |
| Darklands control | web, glitterdust, black tentacles | Keeps her powerful after the campaign leaves the water. |
Recommended Spells by Tier
| Level | Spell Tier | Recommended Priorities | Reason |
|---|---|---|---|
| 1–3 | 1st | sleep, mage armor, obscuring mist, ill omen | Low-level control and survival. |
| 4–6 | 2nd | glitterdust, web, fog cloud, see invisibility | Major control upgrade and anti-stealth utility. |
| 7–9 | 3rd | stinking cloud, water breathing, dispel magic | Expedition survival and strong battlefield denial. |
| 10–12 | 4th | black tentacles, ice storm, bestow curse | Excellent against pirate crews, cultists, and Darklands soldiers. |
| 13–14 | 5th–7th access depending rules | baleful polymorph, waves of fatigue, greater dispel magic | Late-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.
| Level | Choice | Recommendation | Reason |
|---|---|---|---|
| 1 | Feat / Hexes | Extra Hex; Slumber + Evil Eye | Strongest low-level control package. |
| 2 | Hex | Cackle | Extends Evil Eye and later misfortune effects. |
| 3 | Feat | Accursed Hex | Improves reliability when a key target resists a hex. |
| 4 | Hex | Misfortune | Brutal against bosses and elite enemies when paired with Cackle. |
| 5 | Feat | Improved Initiative | Control casters want to act before enemies. |
| 6 | Hex | Flight or Ward | Flight for utility; Ward for protecting allies in long expeditions. |
| 7 | Feat | Spell Focus: Enchantment or Conjuration | Choose based on spell emphasis. |
| 8 | Hex | Ice Tomb or Water Lung if allowed | Strong theme; choose rules-legal option available at your table. |
| 9 | Feat | Greater Spell Focus or Extra Hex | More DC pressure or another thematic hex. |
| 10 | Major Hex | Major Healing, Agony, or Retribution | Choose support or offense. |
| 11 | Feat | Spell Penetration | Important against late-game magical horrors. |
| 12 | Major Hex | Weather Control or Hoarfrost if allowed | Fits campaign storms and cold black-water themes. |
| 13 | Feat | Greater Spell Penetration | More reliable magic in the final acts. |
| 14 | Major Hex | Vision or Beast Eye | Great 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.”