
Character
The Crazy Woman
Once a celebrated aerobics instructor in the 1980s, she commanded packed studios and basked in the adoration of her devoted students until a freak accident during a live televised fitness competition left her with severe neurological damage that no doctor could explain or cure. Rather than fade into obscurity, she became obsessed with recapturing that lost glory and began to believe that absorbing the life force and memories of others would restore her to her former perfection. She took to the streets in the neon-colored leotards and leg warmers of her glory days, hunting through the city's neighborhoods and alleyways with an unsettling combination of grace and violence. Her victims report fragmented experiences of euphoric sensations followed by psychological devastation—as if she reaches into their minds and rewires their very sense of self for her own twisted purposes. Those who've survived her encounters speak in hollow whispers, forever changed, their personalities fractured beyond recognition. The authorities cannot catch her because she moves with an athlete's precision and vanishes into the urban landscape as quickly as she appears. Now in her fifties, she remains eternally young in her own fractured mind, endlessly searching for the perfect prey to complete her impossible resurrection.
Open in Summon WorldsAt a glance
What this public profile contains
This view-only profile includes a creator-written description; 11 labeled detail fields; 6 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- Montang
- Connected worlds
- 0
- Detail fields
- 11
- Profile sections
- 6
- Artwork images
- 1
Details
- Type
- Humanoid
- Alignment
- Chaotic Evil
- Size
- Medium
- Armor class
- 15
- Hit points
- 120
- Speed
- 30
- Challenge
- 10
- Experience
- 5000
- Languages
- Common, Elvish
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Acrobatics, Deception, Intimidation, Insight
Biography
Once a celebrated aerobics instructor in the 1980s, she commanded packed studios and basked in the adoration of her devoted students until a freak accident during a live televised fitness competition left her with severe neurological damage that no doctor could explain or cure. Rather than fade into obscurity, she became obsessed with recapturing that lost glory and began to believe that absorbing the life force and memories of others would restore her to her former perfection. She took to the streets in the neon-colored leotards and leg warmers of her glory days, hunting through the city's neighborhoods and alleyways with an unsettling combination of grace and violence. Her victims report fragmented experiences of euphoric sensations followed by psychological devastation—as if she reaches into their minds and rewires their very sense of self for her own twisted purposes. Those who've survived her encounters speak in hollow whispers, forever changed, their personalities fractured beyond recognition. The authorities cannot catch her because she moves with an athlete's precision and vanishes into the urban landscape as quickly as she appears. Now in her fifties, she remains eternally young in her own fractured mind, endlessly searching for the perfect prey to complete her impossible resurrection.
Attributes
Strength
14, modifier 2
Dexterity
20, modifier 5
Constitution
18, modifier 4
Intelligence
16, modifier 3
Wisdom
12, modifier 1
Charisma
20, modifier 5
Actions
Aerobic Assault
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage. On a hit, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
Mind Rewire
Choose one creature within 30 ft. The target must succeed on a DC 17 Intelligence saving throw or take 4d8 psychic damage and have disadvantage on their next attack roll.
Neon Flash
She can dash as a bonus action, leaving behind a trail of blinding light. Creatures in her path must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.
Life Drain
Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 3d10 necrotic damage, and she regains hit points equal to half the damage dealt.
Abilities
Mind Trap
When a creature is reduced to 0 hit points by her, they must succeed on a DC 17 Wisdom saving throw or have their mind altered, suffering from confusion for 1d4 hours.
Evasive Movement
She can move through the space of any creature that is Medium or smaller without provoking opportunity attacks.
Saving throws
strength
5
dexterity
9
intelligence
7
wisdom
5
constitution
8
charisma
9
Damage resistances
Psychic
Public creation
Worldbuilding Context
The Crazy Woman is a public character profile shared by Montangthrough Summon Worlds. This view keeps the creator's public information together with clear attribution and links to any connected public Worlds; it does not add story details beyond the fields shown on the profile.
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