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Corsany de Palaver

(a.k.a. Corsain)

The inscrutable lord of a small fishing village on the Pelagic Concourse. Apparently some sort of fey in human shape, she settled in Agrophon for unknown purposes. Her town is built around a shrine that seems to be aligned with the Signeadown.   Corsany is exuberant and loves competition. When someone is joking around, she laughs and counters and makes them raise their game. When someone wants to fight, she goes straight for the kill. She may work from the shadows, but she can't stand to be idle.  

Aggressively neutral

Corsany tries to stay neutral in the Duumvirate War. Planting herself right next to the front lines, she took every opportunity to play both sides of the war and reap double benefits. She's received plenty of threats against her town, but she revels in dangerous games like this one. Supposedly she lived for more than 20 years in the merciless Feywild, and now there's no challenge in Agrophon that can faze her.   Corsany is also a chemist, and her fey knowledge, half magical in nature, allows her to poison her enemies into submission before they even get close to her. Combined with the natural defenses of her village, she enjoys a position of relative invincibility, separated from the war by a combination of water, magic, and raw forces of nature. This has Everett Fulgure very interested, since he believes that Corsany and her secrets could make an unstoppable force if she were a little more motivated. Fortunately for the continent, Fulgure's brutish attempts at negotiation have fallen flat: he assigned Loambosk, apparently for no other reason than "they both have that 'green' thing, that 'poison' idea going on."   Loambosk appreciates a good rival, and she speaks to Corsany with respect, but it's increasingly clear that they can't stand each other.   Developments - Act I
  Corsany is a Hag, a humanlike fey who gather a hundred years of experience with no loss in physical or mental acuity. Despite being a master of delegation, she sometimes goes into battle herself, relieving her boredom as an overwhelming martial force.   She's notoriously brutal when facing weaker opponents, breaking them down without mercy, mortally punishing anyone who tries to fight her before they're ready. She practiced this contemptuous style in the Feywild, where weaker creatures are frequently beaten and tempered until they grow up to be a match for the violent world around them. But here, in Agrophon, Corsany uses her cruelty to send a different message.   Corsany believes the world is in decline. Great people are fewer and farther between, and each generation remembers fewer survival skills than the last. Eventually, life as Agrophon knows it will burn itself out, or be rolled over by more sustainable creatures from another continent. When she beats an inexperienced opponent, she isn't afraid that they'll become a threat to her later on. Agrophon doesn't produce heroes anymore.  

Corsany de Palaver

Medium Green Hag, Rogue, Any

Armor Class 17 (natural armor)
Hit Points 114
Speed: 30 ft

STR

18
( +4 )

DEX

14
( +2 )

CON

16
( +3 )

INT

13
( +1 )

WIS

14
( +2 )

CHA

14
( +2 )

Skills Arcana +3, Deception +4, Perception +7, Stealth +3, Survival +3
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan, Elvish, Goblin, Thieves' Cant
Challenge Rating 5

Corsany's innate spellcasting ability is Charisma (spell save DC 12).

At will: dancing lights, minor illusion, vicious mockery


Sneak Attack. Once per turn, Corsany can deal an extra 3d6 3d6 damage to one creature she hits with an attack if she has advantage on the attack roll, or if another enemy of the target is within 5 feet of it.   Cunning Action. Corsany can Dash, Disengage, or Hide as a bonus action.   Master of Tactics. Corsany can use the Help action as a bonus action. She can Help an ally attack a creature up to 30 feet away.   Uncanny Dodge. When Corsany is hit by an attacker she can see, she can use her reaction to halve the attack's damage against her.   Mimicry. Corsany can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.   Master of Intrigue. Corsany can unerringly mimic the speech patterns and accent of a creature that she hears speak for at least 1 minute.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 slashing damage.   +2 Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400, one target. Hit: 10 (1d10+4) 1d10+4 piercing damage.   Illusory Appearance. Corsany covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. A creature must succeed on a DC 20 Intelligence (Investigation) check to visually discern that Corsany is disguised.   Invisible Passage. Corsany magically turns invisible until she attacks or casts a spell, or until her concentration ends. She can be tracked only by magic.

  Developments - Act II
Corsany is an avid hunter and frequently leaves home to chase down an interesting beast. She's recently taken to slaying all these weird new "monsters" with technically no protection by law.
Date of Birth
625
Children

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