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Madame Zezra

Tabaxi · Warlock, Great Old One patron, Pact of the Tome · Level 5

Madame Zezra

Fortune teller
“The road is there. Whether you take it is your card.”
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, lightly rasped voice with a warm, practical cadence, carrying the rough edges of years spent speaking over caravan noise. She shapes each word distinctly and lets pauses do some of the talking. When startled, her breath catches in a low purr; when angry, the purr vanishes and her speech becomes quick, direct, and edged.

Her words carry a dry rasp, shaped by years of talking over caravan wheels, market chatter, and bathhouse steam. She places consonants carefully and lets the end of a sentence fall like a card onto a table. When startled, her breath catches in a rasping purr; when angry, she speaks faster and more plainly, with no added softness.

Speech patterns

She answers direct questions with a practical answer first, then offers a metaphor if the listener seems to want more.
She calls people by the name they used when they introduced themselves, even if they later claim it was false.
Her predictions are framed as possibilities, never certainties: "The road is there. Whether you take it is your card."

How to play them

Offer a useful reading or a small practical kindness before asking for anything. Treat her predictions as a conversation, not a solution to the party's decisions. If the characters show interest in the black mirror, she deflects with humor at first, then becomes blunt if they press.

Goal

Discover what waits behind the snowy doorway in her mirror before her patron can use it to enter the world.

Motivation

She wants to protect her brother without making his life a shrine to her guilt, and to understand the bargain before it becomes a chain.

Secret · GM only

Appearance

Madame Zezra is a sleek snow-leopard tabaxi whose long limbs fold and unfold with the quiet precision of a hunting cat. Her pale fur is densely peppered with charcoal rosettes, and age has silvered the fur around her muzzle without softening her sharp, watchful face. She almost never blinks; when she does, both eyes close slowly, as if she has decided the moment is worth missing. Her layered violet shawls hang in uneven, carefully mended folds, and brass bangles chatter whenever she deals. She moves with a gliding, economical step, then abruptly perches on a chair back or windowsill. The unexpected detail: between readings, she knits bright, lopsided wool mittens for neighborhood children, keeping the current pair tucked inside her shawls.

Clothing

Layered violet shawls over a charcoal wrap coat, all darned in slightly different shades of purple. Her cuffs are patched with old caravan cloth. A single plum-colored scarf is freshly brushed and kept immaculate; brass bangles, each tuned to a different small jingle, ring her wrists.

Body language

She sits compactly, tail curled around a chair leg, and lets silences stretch while she studies a visitor. Her paws deal cards with startling speed. When rattled, the tip of her tail begins ticking against the floor, and her breathing catches in a dry, rasping purr she cannot quite suppress.

Height
5 feet 8 inches
Build
Lean and long-limbed, with a narrow waist, powerful springy legs, and the settled posture of someone accustomed to perching rather than lounging.
Eyes
Amber-gold
Hair
No human-style hair; pale silver-white fur with charcoal rosettes.
Skin
Snow-white fur patterned with dense charcoal rosettes, with soft gray fur around her muzzle and ears.
Age
Elderly, about seventy years old
Gender
Female
Size
Medium

Distinguishing features

Amber eyes that rarely blink.
A black mirror the size of a playing card, wrapped in oilcloth and kept separate from her fortune deck.
Brass bangles that make a different, recognizable pattern of chimes when she moves.
A tiny knitting needle tucked through the knot of her shawl.

Personality

11 traits and drives

Zezra is keenly curious about other people's choices but guarded about her own. With frightened clients she is warm, gently funny, and unexpectedly practical; with a bully she becomes unsparing and difficult to distract. She wants to believe that people can change their fate, yet keeps a private record of every prediction that came true. She can be tender toward the vulnerable and manipulative toward those she thinks are dangerous, then feel ashamed of the manipulation without apologizing for the result.

Alignment
Neutral

Quirks

She turns every cup she is offered so its handle points toward the door.
She knits one mitten at a time, never a matching pair, and claims the missing partner is "still on its way."
She taps a card twice against her nose before putting it back in the deck.
She collects buttons from garments of people who have asked her for a reading, then returns them without explanation weeks later.

Habits

She watches the hands of a new visitor before looking at their face.
She asks clients to shuffle the deck themselves, but never permits anyone to cut it.
When she has made a decision, she taps one brass bangle against the table exactly three times.
She takes the long way home to check the alley where Tavi used to wait for her after work.

Traits · 2

She listens with patient attention, then asks the one question the speaker hoped to avoid.
She distrusts anyone who insists that a prediction is fate, though she privately fears that some things are.

Flaws · 3

She treats uncertainty as a debt she must pay by taking responsibility for other people's choices.
She withholds uncomfortable truths until she believes someone is ready, sometimes too late.
Her distrust of prophecy can make her dismiss a warning that happens to be true.

Fears · 3

That the mirror's visions are not warnings but invitations.
That Tavi will discover she accepted the pact partly to escape the guilt of his injury.
That one day she will mistake a useful lie for a merciful truth.

Wants and needs · 3

Find the buried winter shrine and understand the mirror's doorway.
Keep Tavi safe without deciding his life for him.
A trustworthy companion who will challenge her without treating her as an oracle.

Combat

AC 14 · HP 38 · 30 ft.; climbing 20 ft.

Zezra avoids a stand-up fight. She opens with a control spell such as hypnotic pattern or fear, then keeps distance with eldritch blast, using cover and feline agility to reposition. She saves counterspell for a spell that threatens Tavi or pins her in place. She uses Draw the Omen to rescue an ally from a decisive failure or spoil an enemy's crucial roll. If badly pressed, she retreats rather than fighting to the death.

Madame Zezra

Medium humanoid (tabaxi), neutral
Armor Class14
Hit Points38
Speed30 ft.; climbing 20 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsDeceptionInsightPersuasionArcanaInvestigation
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Tabaxi,
Elvish
Darkvision 60 ft.
Feline Agility. once on her turn, she can double her speed until the end of the turn; she cannot use it again until she moves 0 feet on one of her turns.
Cat's Claws. climbing speed 20 ft.; her claws deal slashing damage on an unarmed strike.
Pact Magic. two 3rd-level spell slots, regained after a short or long rest.
Pact of the Tome. her weather-softened grimoire grants her three additional cantrips: guidance, mage hand, and message.
Custom feature, Draw the Omen. once per short rest after a creature she can see within 30 feet makes an attack roll, ability check, or saving throw, Zezra can use her reaction to roll a d6 and add or subtract the result. She must choose before the outcome is announced.

Spells

Eldritch blast (cantrip, evocation). Cantrip. A beam of crackling force hits one creature within 120 feet for force damage; at 5th level she fires two beams, each with a separate attack roll. Her Agonizing Blast invocation adds +4 damage to each hit.
Mind sliver (cantrip, enchantment). Cantrip. A creature within 60 feet makes a Wisdom saving throw () or takes psychic damage and has disadvantage on its next attack roll before the end of its next turn.
Guidance (cantrip, divination). Cantrip from Pact of the Tome. The target gains a d4 to one ability check of its choice before the spell ends.
Mage hand (cantrip, conjuration). Cantrip from Pact of the Tome. She can move a small unattended object at range, or manipulate a simple object within 30 feet.
Message (cantrip, transmutation). Cantrip from Pact of the Tome. She can whisper a short message to a creature and receive a quiet reply, provided the target is within range.
One with shadows (level 1, illusion). 1st level. Creates an invisible magical eye that sends her visual information while she concentrates, up to 1 hour.
False life (level 1, necromancy). 1st level. A creature she touches gains 8 temporary hit points for 1 hour.
Invisibility (level 2, illusion). 2nd level. She turns invisible for up to 1 hour while concentrating, ending the spell if she attacks or casts a spell.
Armor of Agathys (level 2, abjuration). 2nd level. She casts this spell as a 3rd-level spell using a pact slot. A willing creature she touches gains temporary hit points for 8 hours.
Hypnotic pattern (level 3, illusion). 3rd level. She casts this spell as a 3rd-level spell using a pact slot. Creatures in a 30-foot cube that can see her must make a Wisdom saving throw () or become charmed, incapacitated, and unable to move normally for up to 1 minute while she concentrates.
Fear (level 3, illusion). 3rd level. One creature she can see within 60 feet makes a Wisdom saving throw (). On a failure it is frightened of her for up to 1 minute while she concentrates, and it drops what it is holding. It can repeat the save at the end of each of its turns.
Counterspell (level 3, abjuration). 3rd level. She attempts to interrupt a creature within 60 feet that is casting a spell. If the spell is 3rd level or lower, it fails; for a higher-level spell, she makes a Charisma check against + the spell's level.

Actions

Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., one or two targets. Hit: force damage per beam. At 5th level, she fires two beams and can target the same creature or different creatures.
Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage.
Three-Card Reading. Zezra lays out three cards, speaks a question, and studies the draw. This is a roleplaying service, not a guaranteed divination: she offers a cryptic reading based on what she knows and what the DM wishes to foreshadow.

Reactions

Draw the Omen. Once per short rest, after a creature she can see within 30 feet makes an attack roll, ability check, or saving throw, Zezra rolls a d6 and adds or subtracts it from the roll. She chooses before the result is announced.
Counterspell. Zezra casts counterspell using a 3rd-level pact slot when she sees a creature within 60 feet casting a spell.

Services they sell

Fortune readings and practical counsel.
Basic introductions to Sable Ford's market families.
Quiet help interpreting dreams, omens, and strange magical signs.

Rewards they can give

A candid warning about a local danger, if she believes the party will act on it responsibly.
A custom fortune reading that gives the party a useful lead but not a guaranteed answer.
A small knitted mitten that can serve as a token of her trust.

Equipment

  • Fortune deck (tool)A well-used deck with hand-painted illustrations, including several cards Zezra has altered herself.
  • Pact tome (arcane focus)A weather-softened grimoire containing her Book of Shadows cantrips, odd recipes, and notes about the mirror.
  • Black mirror (story item)A palm-sized black mirror wrapped in oilcloth; its surface reflects a snowy doorway when Zezra's patron is near.
  • Crossbow (weapon)A light crossbow and a pouch of bolts, carried for emergencies rather than displayed.
  • Dagger (weapon)A plain dagger with a worn leather grip.

Possessions

Fortune deck
Black mirror wrapped in oilcloth
Pact tome
Brass bangles
Knitting needles and bright scraps of wool
A folded letter from Dima

Background

Zezra was born among caravan performers who wintered in the foothill market town of Sable Ford. Her mother read cards for travelers; Zezra learned the trade young, first as a way to earn supper and later as a way to notice what people tried to hide. When she was thirty, a fire trapped her younger brother, Tavi, in a lodging house. Zezra had drawn a card she interpreted as a warning of betrayal and spent the evening confronting a rival instead of checking the building's bad stove. Tavi survived, but lost the use of one leg. Zezra never again claimed the cards could tell her what she wanted to hear. Years later, while searching a collapsed shrine for a place to shelter her brother, she found a sealed black mirror and heard a voice offer her the power to make one small chance turn another way. She accepted, and the mirror's unseen presence became her patron. Now she works from a cramped room above a bathhouse, paying for Tavi's medicines and trying to learn why the mirror shows a snow-covered doorway in every reading. Tavi, now a patient and capable clock repairer, loves her fiercely and resents being treated as her penance. Zezra is also in quiet correspondence with a former caravan companion, Dima, who wants her to leave town before the mirror's influence spreads.

Role in the story

A local seer and reluctant pact-holder who can offer warnings, social connections, and a mystery tied to an ancient sealed gate. She may become a valuable ally or a complication if the party seeks the mirror's power.

“When she was thirty, a fire trapped her younger brother, Tavi, in a lodging house.”
From their background
Faction
No formal faction. She is known among Sable Ford's market folk and has loose ties to the old caravan families.

Known connections

Tavi, her younger brother and a clock repairer, is her closest family and the person most able to call her on her self-pity.
Dima, a former caravan companion, writes from distant towns and urges Zezra to abandon the mirror.
The bathhouse keeper at Sable Ford rents Zezra her room cheaply in exchange for discreet readings and help settling disputes.
An unseen patron speaks to her through a black mirror and seems to know the location of a buried winter shrine.
Major secret · GM only
Minor secrets · GM only

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