Asha van Richten



Asha is the great-great-great-great-great-great granddaughter of Erasmus van Richten, son of the famed vampire hunter Dr. Rudolph van Ritchen. Before Erasmus was kidnapped by the Vistani he had a romance in town with a farmer’s daughter Alaine, the two were young and in love but had not yet told each other’s parents. But Erasmus was taken and turned, his father Rudolph killed him to release him from undeath and disappeared into thin air. Alaine was left with a vengeance and a son named after her dearly departed. So despite the good Doctor’s assertions, the line survived. Fiends and the dead feared to tread the ground Alaine walked. Pursuing vengeance for her love led her to the Order of the Ghostslayer, unfortunately she never met Rudolph who disappeared into Barovia. But through her came generations of monster slayers. The line has now lasted to Asha van Richten. Jet black hair and unmistakable silver-grey eyes. Asha took after the family business of protecting those who couldn’t protect themselves, and she joined the Waterdeep City Guard at age 16, rose through the ranks, and joined Force Grey when she was 19. She was on mission for the past year and a half hunting down a devil’s cult and when she arrived she stopped by at the Festival of Heroes just in time to see your performance, seeing the name and likeness of her ancestor on stage made her curious. So she did her research and made acquaintance with the Waterdeep Brawlers. Slightly disappointed by what she found she decided to take care of a little business, retiring from Force Grey and getting her affairs in order before trying to find the Revenant’s Dawn proper.

She is a no nonsense, serious monster hunter. Disciplined from her time in the Waterdeep military she is ready for what comes next.

She is a 6th level Blood Hallowed, with normal gear. Her Signature attack is +7 to hit.

If Asha is attached to a unit in battle she has the following ability:

Inspiring Leader (1/battle): When this unit takes a casualty, Asha inspires the wounded to continue the fight and prevents the casualty.

Magic Item: Sword of Wounding

Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target.

At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

