Koshmar Character in Ruslavia | World Anvil

Koshmar

Koshmar is the Night Hag mother of the Changeling witch Baboushka. This towering, emaciated husk of a crone has glowing tatoos swirling all over her body, and she leers with her pointed yellowing teeth. Her bulbous purple eyes display nothing but hatred, and as she shuffles forward, the skull fetishes that adorn her body rattle against each other.   Her bare feet are veined with blackness and with each step she takes, swirling midnight blues and purples, the smoke of residual nightmares, rise up so she seems to be walking through ankle-deep fog.

Artifacts

Koshmar has a Nightcrystal heartstone.

Social

Contacts & Relations

Koshmar is a hag and therefore works in the service of the Witch-Queen Baba Yaga.

Relationships

Mishki

Ex-thrall (Trivial)

Towards Koshmar

-5
-1

Subversive


Koshmar

Ex-binder (Trivial)

Towards Mishki

-5
-5

Subversive


Papa Vladimir

Ex-thrall

Towards Koshmar

-5
-5

Koshmar

Ex-binder

Towards Papa Vladimir

-5
-5

Relationship Reasoning

Koshmar the hag wanted a daughter, so she enthralled Vladimir the winter witch into providing her one. Nine months later, the baby Malyshka was dropped off at the bottom of Vladimir's bed. It wasn't until the child was fifteen that Koshmar even came back into her life. Vladimir hopes he never hears from Koshmar again.

Alignment
Neutral Evil
Current Location
Species
Hag
Ethnicity
Parents
Spouses
Mishki (Ex-thrall)
Papa Vladimir (Ex-thrall)
Siblings
Gender
Female
Eyes
Big, purple eyes
Hair
Long and wavy, but always covered by her shimmering night hood.
Height
6'10"
Weight
165 lbs
Aligned Organization

Family Tree


CR 10

Koshmar

Witch(2) Neutral Evil (Medium) Outsider, Evil
Initiative: +4 Senses: Darkvision (60ft) ; Perception +21

Defense

AC: AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
HP: 109 8d10+2d6+60
Fortitude: +12 Reflex: +6 Will: +12 ( +2 vs sleep and charm effects )
Immune: charm, cold, fear, fire, sleep DR: 10/cold iron and magic SR: 24

Offense

Speed: 30 ft
Melee: 2 claws +14 (1d4+5), bite +14 (2d6+5 plus disease)
Special Attacks:

DISEASE

Cherti Fever: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead cure 2 consecutive saves. The save DC is Constitution-based.

EVIL EYE HEX

DC 15
The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 7 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.

SLUMBER HEX (SU)

DC 15
If the creature fails a will save, it falls into a deep, magical sleep for 2 rounds. This hex can affect a creature of any HD.
Spell-like Abilities: (CL 8th; concentration +12 [+16 when casting defensively or grappled] ).
Constant
Detect chaos, Detect evil, Detect good, Detect law, Detect magic.
At will
Dancing lights, Deep slumber (DC 16), Detect poison, Invisibility, Magic missile, Ray of enfeeblement (DC 14), Read magic, Touch of enfeeblement (DC 14).
At will (with heartstone)
Etherealness, Soul bind.
3/day
Haze of dreams (DC 15).

Statistics

Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
Base Attack: +9/+4 CMB: +14 CMD: 28
Feats: Alertness, Combat Casting, Deceitful, Mounted Combat, Uncanny Alertness
Skills: Bluff +20, Diplomacy +11, Disguise +20, Intimidate +16, Knowledge (Arcana) +12, Knowledge (Planes) +15, Perception +21, Ride +15, Sense Motive +21, Spellcraft +15, Use Magic Device +9
Languages: Abyssal, Celestial, Common, Infernal
SQ:

CHANGE SHAPE

(any humanoid, alter self).

DREAM HAUNTING (Su)

Can visit the dreams of chaotic or evil targets, and it rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.

HEARTSTONE

All night hags carry a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone’s magic is fuelled by the hag’s spirit and proximity—once separated from its owner (or upon the hag’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder.

Ecology

Organization: Coven (Nightmare Patron)
Treasure: 110 gp. Heartstone (1,800 gp) ; Poison (Nightmare Vapour) ; Nightlight