Skip to content
CreatePricing

Ilyazha

Hag, custom Savalirwood witch · Witch, custom 13th-level spellcaster · Level 13

Ilyazha

Hollower, healer, and maker of skin puppets
“That grief has a loose seam”
AC16
HP153/153
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has the dry, faintly papery rasp of someone who has spent years speaking over a kettle and a worktable. It carries easily without being loud. When rattled, her breath catches in a small click and the words that follow come in a clipped rush, as if she is trying to finish before the silence can answer.

She forms consonants carefully, as if testing the fit of each word, and gives names their full weight. Her phrasing is practical, shaped by years of medical work: symptoms, causes, remedies. When startled, her breath catches in a dry click before she resumes speaking, slightly too quickly.

Speech patterns

She asks precise questions about the dead before offering condolences.
She uses sewing terms as metaphors: 'That grief has a loose seam' or 'You are pulling too hard at the memory.'
She calls people by their full names when warning them, and by a childhood nickname if she has learned one.
She speaks plainly about violence, but becomes evasive when asked what her puppets dream.

How to play them

Azrahari is courteous and attentive to anyone who arrives in grief, illness, or fear. She offers a small service first, such as mending a torn sleeve or easing pain, then asks what the visitor would pay to preserve. She responds to compassion more readily than threats, but refuses to let anyone inspect her workroom. Players who speak honestly about loss may gain her trust; those who demand a miracle are likely to become material for one.

Goal

Discover why the Elric puppet walked away and whether it can be brought back without harming the real boy's memory.

Motivation

She wants to prove that memory and love can survive death without being reduced to mere imitation, while insisting to herself that her work is an act of mercy.

Secret · GM only

Appearance

Azrahari is beautiful in the unnerving, carefully composed way of a wax effigy: a prominent, refined nose, a long graceful neck, clear blue eyes, and icy-blond ringlets that keep their spring even in the damp forest air. Two smooth gray horns sweep back from her forehead, polished where her fingers repeatedly check their bases. Her skin has the fine, cool sheen of porcelain over something less alive. She advances with small, balanced steps, scarcely disturbing leaf litter, and leaves people with the impression that she has already measured them for a pattern. Unexpectedly, she keeps a tiny tin whistle tucked in her sleeve and plays it badly to calm frightened children.

Clothing

A black robe of heavy, soft fabric, its cuffs lined with hidden loops of gray thread. A gold amulet shaped like a human face hangs at her throat, pierced diagonally by two silver needles.

Body language

She holds her shoulders level and her chin slightly raised, as if balancing a delicate object. One thumb repeatedly checks the base of her left horn. When unsettled, she stops breathing for a beat, then exhales through her nose in two measured bursts; her hands begin arranging nearby objects into pairs.

Height
6 feet 1 inch
Build
Tall, narrow, and finely proportioned, with a poised stillness that makes her seem taller than she is.
Eyes
Clear blue
Hair
Icy blond
Skin
Cool ivory with a faint porcelain sheen
Age
Ageless in appearance; she claims to have stopped counting after her hundredth winter.
Gender
Female
Size
Medium

Distinguishing features

Two gray horns sweep back from her forehead, with polished spots where she absent-mindedly checks their bases.
Her icy-blond ringlets remain springy in damp weather and are pinned with tiny bone combs.
Her gold face-shaped amulet is stabbed diagonally by two silver needles.
She carries a little tin whistle and plays it with earnest, conspicuously poor timing.

Personality

13 traits and drives

She is genuinely tender toward the bereaved, yet regards their grief as permission to make choices for them. In a calm mood she is practical and almost maternal; when curious, she can become distracted by a twitching puppet seam; when cornered, she is brisk, unsentimental, and frighteningly willing to spend another person's life to protect her work.

Alignment
Neutral evil

Quirks

She touches the base of her left horn whenever someone says her name.
She counts to seven under her breath before opening a door, even when she knows what is behind it.
She sorts loose buttons by whether they came from a living person or a puppet.
She tests tea by dipping in the end of a silver needle rather than tasting it first.
She plays three uneven notes on her tin whistle when she thinks nobody can hear.

Habits

She offers tea before discussing anything dangerous, and watches how guests hold the cup.
When the woods make a sound, she pauses mid-sentence to count the silence that follows.
She treats puppets as patients and corrects anyone who calls them objects.
If threatened, she turns the room's furnishings into barriers before attacking directly.

Traits · 3

She offers comfort without pretending that it will fix anything.
She is patient with children and impatient with adults who disguise greed as grief.
She can be generous with her craft and possessive of its results.

Flaws · 3

She believes grief can be managed if she controls every detail of its expression.
She treats consent as negotiable when she is convinced the result will comfort someone.
Her curiosity about the puppets' independent behavior can override caution.

Fears · 3

That the puppet of Elric is still alive somewhere in the Savalirwood.
That the black mushrooms are not merely spreading, but learning her methods.
Being remembered only as a monster by the people she once tried to help.

Wants and needs · 4

She wants evidence that the Elric puppet has developed its own will.
She needs rare medicinal herbs and fresh supplies for her work.
She needs to keep Ilyan from entering the mushroom-ringed ground alone.
She wants one person to understand her motives without excusing what she has done.

Combat

AC 16 · HP 153 · 30 ft.

Azrahari begins by using fear or restraint to divide opponents, then marks a dangerous target with her amulet and lets puppets harry the back line. She uses counterspell to protect her control magic and dimension door to escape grapples or close distance to a fallen enemy. If badly wounded, she retreats toward prepared puppet bodies and uses the cottage's narrow passages to force pursuers into single file.

Ilyazha

Medium humanoid (hag, custom savalirwood witch), neutral evil
Armor Class16
Hit Points153
Speed30 ft.
Level13
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdomCharismaConstitution
SkillsArcanaDeceptionInsightMedicineNaturePerception
SensesDarkvision 60 ft.; passive Perception 13
Languages
Common,
Sylvan,
Infernal
Hollower's Threading (custom): Azrahari can animate a humanoid corpse or a body-sized collection of preserved skin as a puppet. The puppet follows simple commands and cannot speak unless she has stitched a voice-box into it.
Witch's Resilience (custom): Azrahari has advantage on saving throws against being charmed or frightened.
Amulet of the Face (custom): While wearing her amulet, Azrahari can use a bonus action to mark one creature she can see within 60 feet. Until the start of her next turn, her puppet attacks against that creature have advantage.
Innate spellcasting. Spell save , to hit with spell attacks. She requires no material components for her custom skin-stitching magic.

Spells

Mage hand (cantrip, conjuration). A faint spectral hand performs simple tasks at range.
Minor illusion (cantrip, illusion). Creates a sound or image within range.
Ray of frost (cantrip, evocation). A ray of frost deals cold damage and reduces the target's speed by 10 feet until her next turn.
Blindness/deafness (level 2, necromancy). Blinds or deafens one creature for up to 1 minute; the target makes a Constitution saving throw at the end of each of its turns to end the effect.
Counterspell (level 3, abjuration). Attempts to interrupt a creature casting a spell, using the standard 5E counterspell rules.
Dimension door (level 4, conjuration). Teleports Azrahari and one willing creature to a location she can see or describe within range.
Fear (level 3, illusion). Each creature in a 30-foot cone must make a Wisdom saving throw or become frightened for up to 1 minute, repeating the save at the end of each turn.
Hold person (level 2, enchantment). Attempts to paralyze a humanoid for up to 1 minute; the target repeats its Wisdom saving throw at the end of each turn.
Blight (level 4, necromancy). A creature Azrahari can see within range takes necrotic damage on a failed Constitution save, or half as much on a success.
Greater invisibility (level 4, illusion). Azrahari becomes invisible for up to 1 minute or until she attacks or casts a spell.
Modify memory (level 5, enchantment). Alters a creature's memory of an event, following the standard 5E spell rules.

Actions

Needle Claw. Azrahari makes two Needle Claw attacks. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: 14 () piercing damage plus 7 () necrotic damage.
Suture the Living (Recharge 5–6). Azrahari targets one creature she can see within 60 feet. The target must make a Wisdom saving throw or be restrained by spectral sutures until the end of its next turn. While restrained this way, it takes 10 () necrotic damage at the start of its turn. The target or another creature within 5 feet can use an action to make a Strength check, ending the effect on a success.
Pull the Hidden Thread. Azrahari animates one prepared skin puppet within 30 feet. The puppet acts immediately after her in initiative and remains animated for 1 minute, until destroyed, or until Azrahari is incapacitated. It uses the Puppet statistics: AC 14, 27 hit points, speed 30 ft.; slam to hit, bludgeoning damage. A puppet cannot move more than 120 feet from Azrahari.
Spellcasting. Azrahari casts one of the following spells, using Intelligence as her spellcasting ability: at will: mage hand, minor illusion, ray of frost; 3/day each: blindness/deafness, counterspell, dimension door, fear, hold person; 1/day each: blight, greater invisibility, modify memory.

Reactions

Snag the Stroke. When a creature Azrahari can see within 60 feet hits her with an attack, she can impose a Dexterity saving throw on the attacker. On a failure, spectral thread tugs the weapon aside and the attack misses. Azrahari can use this reaction three times per day.
Puppet's Intercession. When a creature Azrahari can see within 30 feet moves toward her, she can cause one animated puppet within 5 feet of that creature to make one slam attack against it.

Services they sell

Treats ordinary injuries and ailments in exchange for herbs, secrets, or a meaningful personal possession.
Can preserve a body for burial or transport.
Can make a lifelike puppet replica of a deceased person, though she refuses to promise that it will remain inert.

Rewards they can give

The Amulet of the Face, if the party can safely remove it from her.
A remedy that suppresses the effects of the black mushrooms for one day.
Information about hidden paths and old shelters in the Savalirwood.
A morally dangerous offer to preserve a deceased loved one's appearance in a puppet.

Equipment

  • Amulet of the Face (wondrous item, custom)A gold face pierced diagonally with two silver needles; serves as the focus for her custom puppet-marking ability.
  • Hollower's kit (tool)A narrow black sewing case containing silver needles, gray thread, bone thimbles, and tools for preserving skin.
  • Tin whistle (musical instrument)A small tin whistle with a dented mouthpiece, kept for soothing frightened children.
  • Black work robe (clothing)A dark, weatherproof robe with concealed pockets and cuffs reinforced with spell-thread.

Possessions

The gold face amulet pierced by two silver needles
A black sewing case of specialized needles and thread
A tin whistle from her former village
A bundle of letters from Elric Tavelle's mother
A small vial of black mushroom spores sealed in wax

Background

Azrahari once worked as a village bone-setter and midwife on the edge of the Greying Wildlands. When a fever took a household of children, she could save none of them; their grieving parents begged her to make one child, Elric Tavelle, look alive again. She stitched a lifelike replica from preserved skin and borrowed memories, and the family initially welcomed it. The puppet began answering questions Elric had never been told, then walked out into the forest during a storm. Azrahari found it at dawn, holding a black mushroom in its stitched palm, and understood that something in the Savalirwood had answered her work. Since then she has lived in a dark-red cottage, using forbidden magic to make skin puppets for grieving clients and, at times, to silence those who threaten her. She still sends medicine to Elric's mother, who believes the puppet was a miracle. Her former apprentice, Ilyan, now seeks proof of her crimes, while a local trapper, Boro, trades her rare herbs and refuses to ask where the skins come from. The black mushrooms around her home are spreading toward the road, and the puppets have begun to move when she is asleep.

Role in the story

A potential antagonist, unsettling healer, and source of forbidden knowledge whose apparent cruelty is entangled with an old, sincere attempt to comfort the bereaved.

“She stitched a lifelike replica from preserved skin and borrowed memories, and the family initially welcomed it.”
From their background
Faction
No formal faction. She is known locally as a Hollower, a practitioner of forbidden skin-and-memory magic.

Known connections

Ilyan, her former apprentice, is collecting testimony and hopes to expose her without causing the woods to retaliate.
Elric Tavelle's mother still believes Azrahari returned her son to her, and receives parcels of medicine from the witch.
Boro, a trapper, supplies herbs and food in exchange for treatment of his injured joints.
The black mushrooms around the cottage have spread since Azrahari first made her puppet of Elric.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Ilyazha into a sheet

A high-res, share-ready sheet you can post or print.