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Oskana Kotek - AI-generated fantasy NPC

Oskana Kotek

Human · Wizard (School of Conjuration, with custom immortality) · Level 20

Oskana Kotek

Wandering wizard, crisis-fixer, and discreet architect of political schemes
“Would it be unreasonable to move the guards before they notice the missing key?”
AC15
HP142/142
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“a delicate inconvenience”
From how they speak

Voice

A lightly rasped, clear voice, shaped by smoke, river work, and years of talking over crowds. She gives consonants a precise edge, making her name sound clipped and angular, while her sentences often arrive with a pause where she is testing how they will land.

Her voice carries a faint rasp from years of smoke, dust, and long explanations delivered over crowded rooms. She shapes words carefully, with crisp consonants and a measured pace that suggests she learned to make herself heard above river machinery and public arguments. When relaxed, she uses wry little asides; when people are in danger, the wit vanishes and her instructions become plain and sharply timed.

Speech patterns

Frames proposals as modest questions: "Would it be unreasonable to move the guards before they notice the missing key?"
Uses exact dates and practical details when recounting old events, then grows vague when asked how they made her feel.
Calls a dangerous plan "a delicate inconvenience" and a truly terrible one "an educational disaster."
When someone is frightened, drops the elaborate phrasing and gives short, concrete instructions.

How to play them

She first learns what the characters care about, then offers a useful service with no immediate price. She is warm when people are candid, brisk when they are in danger, and pointedly evasive if questioned about immortality or the demon gate. If the party acts in good faith, she shares increasingly important pieces of her plan. If they threaten innocents, she stops negotiating and uses control magic to end the threat with minimal casualties.

Goal

Stop Magistrate Etelka Varga from opening the demon gate under the floodworks, then secure the site so no future official can turn it into a weapon.

Motivation

She wants to make powerful people answer for the harm they call necessary, while preserving enough freedom to intervene when institutions fail. She also wants to learn whether immortality can be ended without passing its cost to someone else.

Secret · GM only

Appearance

A young-looking woman with copper skin and long black hair braided into a precise, looping crown that trails down her back in heavy, ink-dark ropes. Fine copper wire and tiny blue glass beads are threaded through the braids, clicking softly when she turns her head. Her blue dress is cut for movement, its layered skirts weighted so they swing like a curtain around her ankles rather than tangling her stride. She walks with a deliberate, slightly sideways glide, as if habitually making room for someone beside her. The first impression is of polished elegance; the second is of a person who has already noticed every exit and decided which one she will use.

Clothing

A layered blue traveling dress with fitted sleeves, a split overskirt for a long stride, and intricate copper embroidery resembling branching waterways. Her elegant blue boots are high at the ankle, ornamented with tiny copper buckles and fine stitched maps on their inner sides. She wears a weatherproof mantle for travel and keeps a slim spellbook strapped beneath it.

Body language

Her posture is straight but rarely square to the person she is addressing. She shifts her weight to the balls of her feet and moves in smooth, measured arcs, never quite walking directly toward someone. When calculating, she taps the blue bead nearest her left ear in a steady three-count. When a plan goes wrong, her mouth curls in an amused half-smile before her eyes show the strain.

Height
5 feet 6 inches
Build
Slender and long-limbed, with the wiry strength of someone accustomed to walking long distances rather than fighting hand to hand.
Eyes
Dark amber with fine gold flecks, especially visible in bright light.
Hair
Black, worn in long, artfully looped braids threaded with copper wire and blue glass beads.
Skin
Warm copper, with a natural satin sheen that catches firelight.
Age
Appears about 29; has lived for at least 317 years, though she disputes the calendar used to count them.
Gender
Female
Size
Medium

Distinguishing features

A crown braid threaded with copper wire and tiny blue glass beads that click softly when she turns.
A habitual three-count tap against the bead nearest her left ear when she is thinking.
Her sideways, room-making glide, which makes her seem to be keeping pace with an unseen companion.
She carries a folded paper puppet of a river otter and uses it to explain complicated plans to children.

Personality

15 traits and drives

Oskana is generous with practical help but guarded with personal truths. In a crisis she becomes decisive and reassuring; in a quiet room she can be playful, calculating, and maddeningly indirect. She enjoys schemes for their elegance, yet despises plans that treat ordinary people as expendable pieces. She is both genuinely compassionate and capable of coldly manipulating a tyrant into destroying their own support.

Alignment
Chaotic good

Quirks

She taps the bead by her left ear exactly three times before committing to a decision.
She folds scrap paper into small river animals while listening, then leaves them in places where frightened children might find them.
She refuses to sit with her back to a window, but will happily sit with her back to a door.
She names temporary plans after ordinary foods, such as "the plum tart arrangement," and never explains why.
She tests new rooms by dropping a single blue bead and watching which way it rolls.

Habits

Before entering a room, she checks the nearest window latch with one finger, even when the window is clearly sealed.
When planning, she lays out small objects as if they were people and moves them through several possible outcomes.
She gives useful advice as a question, allowing the listener to feel they discovered the answer.
After a serious danger passes, she makes a point of asking the quietest person present what they need.

Traits · 4

She will spend a powerful spell to save strangers, then pretend the sacrifice was merely an efficient choice.
She delights in elegant plans but becomes impatient with anyone who mistakes cleverness for virtue.
She is attentive to small needs and evasive about her own.
When she is tired, her humor becomes dry and she begins correcting dates no one else remembers.

Flaws · 4

She treats conversation like a chessboard and sometimes fails to notice when a friend needs honesty more than strategy.
Her confidence in contingency plans can make her slow to admit that a situation has changed.
She withholds information to preserve options, even from people who have earned her trust.
She is curious about dangerous magic and can mistake a controlled experiment for a harmless one.

Fears · 3

Being imprisoned somewhere her return-point cannot reach, with no way to help the people depending on her.
That her long life has made other people's grief seem like a problem to solve rather than a loss to witness.
That the demon gate will open because she has spent too long trying to outmaneuver its supporters instead of destroying it.

Wants and needs · 4

A trustworthy team willing to protect civilians while she handles the magical threat.
Access to the sealed floodworks and the old fever-quarter records.
Someone who will challenge her schemes without treating compassion as naivety.
A way to investigate whether her immortality can be ended without harming the people bound to its origin.

Combat

AC 15 · HP 142 · 30 ft.

Oskana prefers to prevent a fight, separate threats, and protect bystanders. She opens with control or defensive magic, uses counterspell against decisive enemy magic, and relies on teleportation to avoid being cornered. If allies are threatened, she uses wall of force, globe of invulnerability, or mass healing through wish only in a dire crisis. She reserves meteor swarm for a battlefield clear of innocents. Against a dangerous foe she may summon a demon, but she establishes a ward and a clear dismissal plan before doing so.

Oskana Kotek

Medium humanoid (human), chaotic good
Armor Class15
Hit Points142
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaHistoryInsightPersuasionDeception
SensesPassive Perception 13
Languages
Common,
Draconic,
Elvish,
Infernal,
Primordial,
Sylvan
Spellcasting. 20th-level wizard, spell save , to hit with spell attacks. She has prepared spells as a 20th-level wizard and uses Intelligence as her spellcasting ability.
Arcane Recovery. Once per day after a short rest, she recovers expended spell slots with a combined level of 10 or less, none above 5th level.
Spell Mastery. She can cast shield and misty step at their lowest levels without expending spell slots.
Signature Spells. She can cast counterspell and fireball once each at 3rd level without expending a spell slot, recovering these uses after a short or long rest.
Immortal Continuance, custom feature. Oskana does not age and cannot die of old age. If slain, her body dissolves into blue sparks; after days she reforms at a place she has privately marked with a personal sigil, with full hit points and no equipment that was not on her person at death. This is not a defense against being restrained, imprisoned, or having her return-point discovered.
Ritual Casting. She can cast a wizard spell with the ritual tag from her spellbook as a ritual if it is prepared or otherwise eligible under the wizard rules.
Wizard Spellbook. Her spellbook contains her prepared spells and many additional spells. Losing it does not erase spells already prepared.

Spells

Shield (level 1, abjuration). At will through Spell Mastery. Until the start of her next turn, she gains +5 AC, including against the triggering attack, and cannot be targeted by magic missile.
Misty Step (level 2, conjuration). At will through Spell Mastery. She teleports up to 30 feet to an unoccupied space she can see.
False Life (level 1, necromancy). A protective ward grants temporary hit points to a creature she touches.
Counterspell (level 3, abjuration). She attempts to interrupt a creature casting a spell within 60 feet. Spells of 3rd level or lower are interrupted automatically; higher-level spells require an Intelligence ability check.
Fireball (level 3, evocation). She chooses a point within 150 feet. Creatures in a 20-foot-radius sphere take fire damage on a failed Dexterity save, or half on a success.
Wall of Force (level 5, evocation). Creates an invisible wall of force up to 10 panels, each 10 by 10 feet, with a total area of up to 1,000 square feet. The wall is immune to damage and cannot be dispelled by dispel magic.
Globe of Invulnerability (level 6, abjuration). Creates an immobile, faintly shimmering barrier in a 10-foot-radius sphere that blocks spells of 5th level or lower from entering or affecting creatures inside.
Summon Greater Demon (level 4, conjuration). She summons a demon from the Abyss, using the spell's normal material components, concentration, and control rules. She typically uses it only with a prepared dismissal plan.
Forcecage (level 7, evocation). Creates a shimmering, immobile, invisible cube of magical force with a side length of up to 10 feet. Creatures and objects inside cannot pass through it, though teleportation and planar travel can bypass it.
Wish (level 9, conjuration). She can reshape reality to duplicate a spell of 8th level or lower, or attempt one of the spell's more potent effects at a cost. Oskana uses this only when ordinary magic cannot protect lives.
Meteor Swarm (level 9, evocation). A burst of magical force erupts around a point she can see within range, dealing force damage to creatures in a 40-foot-radius sphere on a failed Dexterity save, or half on a success.
Mordenkainen's Magnificent Mansion (level 7, conjuration). Creates a temporary extradimensional sanctuary for a small group, providing shelter and a place to rest while the spell lasts.
Plane Shift (level 7, conjuration). She and up to eight willing creatures who link hands are transported to a destination on another plane, subject to the spell's normal risks.
Mind Blank (level 8, abjuration). She creates a powerful magical barrier that blocks spells and magical effects of 8th level or lower within a 10-foot-radius sphere around herself.

Actions

Arcane Bolt. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: force damage. She can change this to a harmless burst of blue light when she chooses.
Spellcasting. Oskana casts a spell of 1st through 9th level from her prepared list, using the spell's normal casting time, components, and effects. Her spell save DC is 21 and her spell attack bonus is +13.
Fireball. Oskana chooses a point she can see within 150 feet. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw, taking fire damage on a failure or half as much on a success. She often reshapes the flames into a ring that leaves a clear path for allies.
Summon Demon. Oskana opens a brief, carefully warded gate and summons one demon of challenge rating 6 or lower, subject to the spell's normal rules. She bargains, commands, or dismisses it according to the spell. She does not summon demons casually and will not pretend the bargain is safe.

Reactions

Shield. When hit by an attack, Oskana adds 5 to her AC against that attack, potentially causing it to miss. She can then move up to 10 feet without provoking opportunity attacks. This is the shield spell.
Counterspell. When Oskana sees a creature within 60 feet casting a spell, she attempts to interrupt it with counterspell, using a spell slot as normal.
Fold the Moment. Custom. When a creature Oskana can see within 30 feet is targeted by an attack, she can impose disadvantage on the attack roll by bending light and space around the target. She can use this reaction twice per long rest.

Legendary Actions

Measured Step. Oskana moves up to half her speed without provoking opportunity attacks.
Cantrip. Oskana casts a cantrip.
Borrowed Minute (costs 2 actions). Oskana creates a brief ward around herself or one ally she can see within 30 feet. The target gains 15 temporary hit points until the start of Oskana's next turn.

Services they sell

High-level wizardly research and advice
Identification and translation of magical writing
Protective wards for a community or temporary refuge
A carefully negotiated planar contact, with clear warnings about the risks
Emergency teleportation for a small group when she has a safe destination

Rewards they can give

A carefully chosen spell scroll or a copy of a useful spell from her book, if the characters earn her trust.
A safe route through the old waterways beneath the city.
A favor from the Ninth Cut relief network, such as shelter, food, or a discreet healer.
A warning about the consequences of dealing with demons, given without sugarcoating.

Equipment

  • Bluebound spellbook (arcane focus and reference)A carefully annotated spellbook containing diagrams, marginal arguments, and several pages written in her own cipher.
  • Copper-thread wand (arcane focus)A slender arcane focus set with a blue glass bead, used for spellcasting and as the anchor for a few personal wards.
  • Traveling component kit (spell components)A small pouch of powdered silver, chalk, ink, and mundane odds and ends for rituals and disguises.
  • Evacuation ring (keepsake)A narrow copper ring engraved with the date of the Salt Fever evacuation; it is not magical and she refuses to sell it.
  • Mapstitched boots (clothing)A set of elegant blue boots, reinforced for travel and embroidered with an encoded map of old waterways.

Possessions

Bluebound spellbook with a ciphered section
Copper-thread wand
Evacuation ring from the Salt Fever
Mapstitched blue boots
A paper river-otter puppet made by Tamas
A small silver mirror used for scrying

Background

Oskana was born in a riverside town built on the drained bed of an old marsh. Her mother repaired nets; her father copied legal petitions for people who could not read. At twelve, Oskana discovered that she could see the thin blue seams where spells had been worked into the world. She apprenticed herself to a traveling wizard, then outgrew his lessons and his patience. Her life changed during the winter of the Salt Fever, when the town council ordered the poor quarter sealed and burned to stop an outbreak. Oskana forged evacuation papers, redirected the watch with illusory orders, and used magic to carry medicine through the barricades. She saved many, but the spellwork exposed her to a curse meant to kill the fever's source. Instead, it stopped her aging and made death an interruption rather than an ending. Since then, she has used dangerous magic to protect people abandoned by institutions, often by arranging events so that the powerful believe the outcome was their own idea. Her closest ongoing bond is with Tamas, a stubborn physician who remembers each version of her life and refuses to treat her as a legend. Her former mentor, Vojtek, still claims she stole a forbidden grimoire; she did, though she insists it was the only way to keep it from his private collection of bound spirits. Now she is trying to prevent a city magistrate from reopening an old demon gate beneath the floodworks, while quietly maneuvering rival factions into exposing one another.

Role in the story

A powerful ally, schemer, and source of high-level magical aid whose plans can complicate a campaign as readily as they solve its problems. She can guide the party toward the demon gate crisis, ask them to protect people while she draws the magistrate's attention, or become an uneasy opponent if they seek to use the gate themselves.

“Her mother repaired nets; her father copied legal petitions for people who could not read.”
From their background
Faction
No formal allegiance. She supports the neighborhood relief network called Ninth Cut and maintains uneasy, temporary ties with independent mages who oppose the magistrate's demon-gate project.

Known connections

Tamas Kere, a practical physician who treated the Salt Fever and is one of the few people who remembers Oskana before immortality.
Vojtek Dravik, her former wizard mentor, who wants his stolen grimoire returned and suspects she has hidden its most dangerous pages.
The families evacuated from the sealed quarter, several of whom now run a mutual-aid kitchen called Ninth Cut, named for the channel dug to drain the marsh.
Magistrate Etelka Varga, whose public reform campaign hides a plan to open the demon gate beneath the floodworks.
Major secret · GM only
Minor secrets · GM only

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