Stacy Cartwright
Stacy Cartwright is a transmuter and one of the Malthrek Court Wizards. She was among the court wizards sent to fetch nobles for the Castle Malthrek funeral, while three of her colleagues remained unaccounted for.
The Gilded Punishment
Section titled “The Gilded Punishment”Stacy attempted to expose Crispin Mallow. In punishment, Crispin used her as a testbed for incorporating Auraxx’s anatomy before attempting the greater transformation upon himself. He selected the least magically powerful portions of the dragon for the experiment: scale-bearing skin; distal forelimb bones and tendons with a claw root; terminal wing digits and membrane; and pieces of rib, sternum, cartilage, and marrow. These grafts compel her magic and preserve her life through an excruciating transformation, leaving Stacy conscious inside a body being continually rewritten against her will. The skin grafts are the foundation of the counterfeit scale covering that spreads across her transformed body.
The punishment is recoverable by design, although not mercifully so. When Stacy suffers mortal injury, the dragon remnants unfold into a counterfeit gilded body rather than allowing her to die. Restorative magic causes the incompatible tissue to reject its host, and careful magical or medical intervention can suppress the control graft. Destroying the transformed grafts leaves Stacy unconscious but alive. Removing Auraxx’s remnants can therefore save Stacy, but it cannot restore the dragon’s dismantled body.
Encounter Statistics
Section titled “Encounter Statistics”Stacy Cartwright, the Gilded Punishment
Prisoner in Her Own Flesh. Stacy is conscious and aware but cannot directly disobey the control graft. A creature she can hear within 60 feet can use its action to make a DC 16 Intelligence (Arcana) or Charisma (Persuasion) check, reminding Stacy who she is or helping her disrupt the graft. On a success, Stacy has disadvantage on attack rolls, and creatures have advantage on saving throws against her abilities, until the end of her next turn. Each creature can succeed on this check only once during the encounter.
The Punishment Unfolds (1/Day). When Stacy is reduced to 0 hit points for the first time, she does not fall unconscious or die. The implanted gold-dragon remnants interpret the injury as a command to preserve their host. Her scale-bearing skin grafts spread into counterfeit armor while distal forelimb tissues, terminal wing structures, and fragments of rib and sternum force her body into a draconic frame. Stacy regains 80 hit points, ends her concentration, and enters the Gilded Punishment phase as counterfeit scales, a dragon forelimb, and mismatched wings tear through her body.
In this phase, Stacy's AC is 17, she has a flying speed of 40 feet, and her fire resistance becomes immunity. She cannot cast or concentrate on spells and can use only actions, bonus actions, and reactions labeled "Gilded Phase."
Restorative Rejection (Gilded Phase Only). When Stacy is targeted by a spell of 1st level or higher that would restore her hit points, regrow a body part, or end a disease, curse, or condition affecting her, the spell has no normal effect. Instead, the grafts take 14 (4d6) radiant damage and gain one Rejection.
A creature within 5 feet of Stacy can use its action to make a DC 16 Intelligence (Arcana) or Wisdom (Medicine) check. On a success, the creature safely loosens or suppresses one graft, causing one Rejection. Each creature can cause only one Rejection this way.
Rejection effects are cumulative. At one Rejection, Stacy's AC becomes 15 and her immunity to fire becomes resistance. At two Rejections, she loses her flying speed and the damage of Counterfeit Breath is halved. At three Rejections, all remaining Gilded Punishment hit points are lost and Gilded Preservation takes effect.
Gilded Preservation. When Stacy is reduced to 0 hit points during the Gilded Punishment phase, the gold-dragon remnants become dormant. Stacy falls unconscious and stable rather than dying, and the control graft ceases functioning. She can be healed normally once the grafts are removed.
Spellcasting. Stacy is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): fire boltFire BoltCantrip · Evocation1 action · 120 ft. · InstantaneousV, SYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)., mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., mold earthMold EarthCantrip · Transmutation1 action · 30 ft. · Instantaneous; 1 hourSYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action., prestidigitationPrestidigitationCantrip · Transmutation1 action · 10 ft. · 1 hourV, SYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
1st level (4 slots): absorb elementsAbsorb ElementsLevel 1 · Abjuration1 reaction · Self · 1 roundSThe spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st., mage armorMage ArmorLevel 1 · Abjuration1 action · Touch · 8 hourV, S, M (a piece of cured leather)You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor., magic missileMagic MissileLevel 1 · Evocation1 action · 120 ft. · InstantaneousV, SYou create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The spell creates one more dart for each spell slot level above 1., shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
2nd level (3 slots): alter selfAlter SelfLevel 2 · Transmutation1 action · Self · 1 hourV, SYou alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the at…, enlarge/reduceEnlarge/ReduceLevel 2 · Transmutation1 action · 30 ft. · 1 minuteV, S, M (a pinch of powdered iron)For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., levitateLevitateLevel 2 · Transmutation1 action · 60 ft. · 10 minuteV, S, M (a metal spring)One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft., misty stepMisty StepLevel 2 · Conjuration1 bonus · Self · InstantaneousVBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
3rd level (3 slots): counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., slowSlowLevel 3 · Transmutation1 action · 120 ft. · 1 minuteV, S, M (a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot Cube [Area of Effect] within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
4th level (3 slots): polymorphPolymorphLevel 4 · Transmutation1 action · 60 ft. · 1 hourV, S, M (a caterpillar cocoon)You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment., stone shapeStone ShapeLevel 4 · Transmutation1 action · Touch · InstantaneousV, S, M (soft clay)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
5th level (2 slots): animate objectsAnimate ObjectsLevel 5 · Transmutation1 action · 120 ft. · 1 minuteV, SObjects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage c…, transmute rockTransmute RockLevel 5 · Transmutation1 action · 120 ft. · Until dispelledV, S, M (clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration. The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it tr…
Actions
Flesh to False Gold ((Recharge 5-6)). Stacy targets one creature she can see within 60 feet and begins converting its outer flesh into rigid false gold. The target must make a DC 16 Constitution saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also restrainedRestrainedConditionSource XPHBWhile you have the Restrained condition, you experience the following effects. Your Speed is 0 and can't increase. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. You have Disadvantage on Dexterity Saving Throw.. The restrained target or a creature within 5 feet of it can use an action to make a DC 16 Strength (Athletics) or Intelligence (Arcana) check, ending the condition on a success.
Gilded Multiattack (Gilded Phase Only). Stacy makes two Gilded Claw attacks and one Crucible Pulse attack.
Gilded Claw (Gilded Phase Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.
Crucible Pulse (Gilded Phase Only). Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 13 (3d8) fire damage plus 9 (2d8) radiant damage.
Counterfeit Breath (Gilded Phase Only; (Recharge 5-6)). Stacy exhales unstable dragon fire in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage plus 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one. Restorative Rejection can halve this damage.
Bonus Actions
Unstable Translation (Gilded Phase Only). Stacy teleports up to 30 feet to an unoccupied space she can see. Each other creature within 5 feet of the space she left must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage from the molten impression left behind.
Reactions
Equivalent Exchange (Gilded Phase Only). When Stacy takes acid, cold, fire, lightning, or thunder damage, she changes that damage to fire damage before applying her resistance or immunity. The gold graft burns the difference into her nerves.
