Corsany de Palaver
(a.k.a. Corsain)
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 ICorsany de Palaver
Medium Green Hag, Rogue, Any
STR
18
( +4 )
DEX
14
( +2 )
CON
16
( +3 )
INT
13
( +1 )
WIS
14
( +2 )
CHA
14
( +2 )
Corsany's innate spellcasting ability is Charisma (spell save DC 12).
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.
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