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Azrahari - AI-generated fantasy NPC

Azrahari

Hag, witch-blooded humanoid; custom lineage · Witch, 14th-level spellcaster; custom NPC, not a player-character class · Level 14

Azrahari

Witch, Hollower, maker of skin puppets, and clandestine seller of remedies
“piece of work”
AC16
HP168/168
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“I would not...”
From how they speak

Voice

Her voice has a dry, papery rasp, with a faint click at the end of some words, as if her tongue has caught on a thread. Years of working outdoors have given her the habit of projecting clearly over wind and rain. When angry, she speaks faster and more specifically, piling up details instead of growing softer or more courteous.

She speaks in measured, workmanlike phrases shaped by years of giving instructions over rain, saws, and boiling pots. Her vocabulary is full of household repairs and woodland remedies. She rarely raises her voice; instead, she becomes more exact, naming a person's choices as if listing tools on a bench.

Speech patterns

Uses plain, domestic words for frightening things: calls a corpse a 'piece of work' and a spell a 'little remedy.'
Asks questions that sound kind but are uncomfortably precise, such as how someone takes their tea or which foot they lead with.
Often begins a warning with 'I would not...' and finishes by explaining exactly what will happen.
When speaking of Elric, avoids saying that he is dead, but does not claim that he is alive.

How to play them

Begin with unsettling hospitality and offer a useful remedy or piece of local knowledge. She responds well to patience, practical questions, and people who speak honestly about grief. Treating her puppets as people unsettles her and may make her listen; threatening them turns her immediately hostile. Characters can bargain for help, but she will seek a personal keepsake or a promise in return.

Goal

Discover a way to separate the fragments of memory in her puppets from the people whose skin she used, especially whatever is speaking through Elric.

Motivation

She wants to prove that memory can survive death, but also wants to believe her work is an act of mercy rather than a way to avoid her own grief.

Secret · GM only

Appearance

Azrahari has the deceptively ordinary silhouette of a cottage-dwelling woman, but everything about her seems arranged a fraction too carefully. Her face is long and softly creased, with a mouth that stays gently pursed as if holding a thread between her teeth. Her skin has the waxy, faintly pebbled texture of old candle drippings, and dark fungal dust gathers in the creases of her knuckles. She moves with a measured, rocking step, as though testing each floorboard before trusting it. Within a minute of meeting her, most people notice her constant habit of tapping the flat of her amulet against her breastbone, counting under her breath each time. The sound of birds and small animals around her cottage is warm and busy, yet their calls repeat with a subtle, unnerving regularity.

Clothing

A dark-red wool dress under a patched, smoke-stained apron, both practical and carefully mended. She wears a high collar fastened with bone toggles, a belt of herb pouches, and boots wrapped in strips of weatherproof hide. Her sleeves are always rolled to the same height.

Body language

She taps her amulet against her breastbone in quiet, counted beats, and her fingers make tiny pinching motions as though pulling invisible thread. When listening, she tilts her head without blinking. At ease, she rocks heel to toe; when deciding whether to threaten someone, she becomes absolutely still.

Height
5 feet 4 inches
Build
Compact and sinewy, with sturdy shoulders shaped by years of gathering wood and hauling water
Eyes
Dull amber-brown, with a fine black ring around each iris
Hair
Iron-gray, threaded with pale brown, usually tied back with a length of dark thread
Skin
Pale ochre with a waxy, faintly pebbled texture
Age
Adult, approximately 126 years old
Gender
Female
Size
Medium

Distinguishing features

Constantly taps her amulet against her chest in counted beats.
Fungal dust darkens the deep creases of her knuckles and gathers beneath her nails.
Her shadow sometimes seems to keep moving for a heartbeat after she has stopped.
Her cottage is surrounded by black and red mushrooms, and animal calls nearby repeat in unnaturally familiar patterns.

Personality

12 traits and drives

Azrahari can be genuinely patient with the frightened and sharply practical with the proud. She is tender toward people who mourn, yet treats their memories as materials she has a right to handle. When relaxed, she can be almost neighborly and has a dry appreciation for ordinary chores. When anxious, she becomes controlling and speaks as if every problem can be repaired with the right tool.

Alignment
Neutral evil

Quirks

Taps her amulet against her breastbone in counted sets, restarting if someone interrupts.
Turns cups so their handles point toward the door before serving tea.
Collects the loose threads from her clothes and ties them into tiny, orderly rings.
Repeats a guest's last sentence under her breath, changing one word to see whether they notice.
Leaves a saucer of milk outside for animals, though she insists it is not an offering.

Habits

Offers tea or a chair before discussing anything dangerous, then watches closely to see whether guests accept.
Keeps conversations focused on the living person's hands, gait, and habits, as if memorizing a pattern.
When someone mentions a lost loved one, she becomes unusually attentive and proposes practical ways to preserve a memory.
If challenged, she first bargains in earnest; if cornered, she directs her puppets to split the party and obstruct escape.

Traits · 3

She can be compassionate toward pain while remaining disturbingly unconcerned with consent.
She prefers orderly routines but will break any rule if she believes a memory can be saved.
She is hospitable by habit, suspicious by training, and most candid when discussing practical work.

Flaws · 3

She treats people as patterns to preserve and can mistake possession for care.
Curiosity about grief and memory overrides her caution.
She cannot easily abandon a puppet, even when it endangers her.

Fears · 3

That the Elric puppet has become a person in its own right and will tell his parents what she did.
That her amulet will fail while one of her puppets is active.
Being remembered only as a monster, rather than as the healer she once tried to be.

Wants and needs · 3

She wants proof that a memory can survive without trapping the dead.
She needs to learn that comfort without consent can become another kind of harm.
She wants Elric's parents to stop asking questions, though she also longs to tell them the truth.

Combat

AC 16 · HP 168 · 30 ft.

Azrahari avoids a fair fight. She uses control spells and obscuring spores to separate enemies, then lets her puppets harry anyone who approaches her. She saves counterspell for magic that threatens her amulet or the puppets. If reduced below half her hit points, she uses misty step or dimension door to flee toward prepared cover rather than fight to the death.

Azrahari

Medium humanoid (hag, witch-blooded humanoid; custom lineage), neutral evil
Armor Class16
Hit Points168
Speed30 ft.
Level14
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligenceWisdom
SkillsArcanaDeceptionMedicineNaturePerceptionStealth
SensesDarkvision 60 ft.; passive Perception 13
Languages
Common,
Sylvan,
Druidic
Custom feature, Hollower's Amulet. While wearing her amulet, Azrahari can use it as a spellcasting focus. Once on each of her turns when she deals necrotic damage with a spell, she can deal an additional 7 () necrotic damage to one creature damaged by that spell.
Custom feature, Skin-Puppet Craft. Over the course of 8 hours, Azrahari can animate a human-sized skin puppet she has prepared. The puppet follows simple spoken commands, has AC 13, 22 hit points, speed 20 feet, and uses Azrahari's spell attack bonus for its Stitching Claw attack, which deals 11 () slashing damage. It is not a humanoid and cannot speak or act independently. Azrahari can control up to three puppets at once within 120 feet.
Custom feature, Woodwise Deception. In the Savalirwood, Azrahari has advantage on Dexterity (Stealth) checks made to hide among fungi, roots, or dense undergrowth.

Spells

Minor illusion (cantrip, illusion). A minor illusion of a small sound or image within range.
Chill touch (cantrip, necromancy). A touch attack deals necrotic damage, and Azrahari regains hit points equal to the necrotic damage dealt.
Blur (level 2, illusion). Azrahari briefly becomes a faint, indistinct blur, imposing disadvantage on the next attack roll made against her before the spell ends.
Misty step (level 2, conjuration). Azrahari teleports up to 30 feet to an unoccupied space she can see.
Counterspell (level 3, abjuration). Azrahari attempts to interrupt a creature casting a spell, as described by the spell.
Darkness (level 2, evocation). Azrahari creates a 20-foot-radius sphere of magical darkness that spreads around corners and cannot be seen through with darkvision.
Teleport (level 7, conjuration). Azrahari teleports herself and up to eight willing creatures to a location she knows on the same plane.
Dominate person (level 5, enchantment). Azrahari takes control of a humanoid's mind as described by the spell. The target receives the saving throws allowed by the spell.
Project image (level 7, illusion). Azrahari creates an illusory double of herself as described by the spell.
Protection from poison (level 2, abjuration). Azrahari makes up to five creatures she can see immune to poison damage and the poisoned condition for the spell's duration.
Gaseous form (level 3, transmutation). Azrahari turns herself or another willing creature into a misty cloud as described by the spell.
Dimension door (level 4, conjuration). Azrahari vanishes and reappears in a different location on the same plane, as described by the spell.

Actions

Multiattack. Azrahari makes two Stitching Claw attacks. Melee Weapon Attack: to hit, reach 5 feet, one target. Hit: 13 () slashing damage plus 7 () necrotic damage.
Stitching Claw. Melee Weapon Attack: to hit, reach 5 feet, one target. Hit: 13 () slashing damage plus 7 () necrotic damage.
Suture Snare (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. A restrained creature can use its action to make a Strength check, ending the effect on a success. Custom feature.
Inky Bloom (Recharge 5–6). Azrahari releases a cloud of black spores in a 15-foot-radius sphere centered on a point she can see within 60 feet. Each creature in the area must make a Constitution saving throw, taking 27 () poison damage on a failure, or half as much on a success. The area is heavily obscured until the start of Azrahari's next turn. Custom feature.
Spellcasting. Azrahari casts one of her spells, using Intelligence as her spellcasting ability (spell save , to hit with spell attacks).

Reactions

Fungal Sidestep. When a creature Azrahari can see hits her with an attack, she adds 3 to her AC against that attack, potentially causing it to miss. She must be able to see the attacker.
Counterspell. When a creature Azrahari can see within 60 feet casts a spell, she attempts to interrupt it with counterspell, using her spellcasting ability as normal.

Legendary Actions

Step Between Roots. Azrahari moves up to half her speed without provoking opportunity attacks.
Puppet's Errand. One puppet Azrahari controls within 120 feet moves up to its speed and makes one Stitching Claw attack.
Pull the Thread (costs 2 actions). One creature Azrahari can see within 60 feet must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn, as spectral threads pull at its limbs. Custom feature.

Services they sell

Treats ordinary wounds and prepares herbal remedies.
Identifies poisonous plants and fungi found in the Savalirwood.
Offers information about local paths, animals, and hazards in exchange for a favor or keepsake.
Can craft a custom skin puppet, though the work is dangerous, unethical, and never a simple resurrection.

Rewards they can give

A potent healing salve that functions as a potion of healing, if Azrahari trusts the party.
A map of safe paths through a stretch of the Savalirwood.
A clue about the strange voices that sometimes speak through the Elric puppet.
A custom skin-puppet charm that can deliver one simple spoken message before crumbling.

Equipment

  • Hollower's Amulet (wondrous item, custom)An old, flat pendant of tarnished bone and dark metal, set with a small black stone. It serves as Azrahari's spellcasting focus and is central to her custom Hollower's Amulet feature.
  • Skinning knife (weapon)A curved skinning knife kept meticulously clean; it is also used in her macabre craft.
  • Hollower's kit (adventuring gear)Herb pouches, waxed thread, needles, dried fungi, and small jars of poultices and reagents.
  • Woodland cloak (adventuring gear)A weather-stained cloak with a hood that blends into the bark and shadow of the Savalirwood.

Possessions

Hollower's amulet
A case of curved needles and waxed thread
Small jars of mushroom tincture and healing salve
A puppet made in the likeness of Elric Tavelle
A worn wooden toy that belonged to her brother Oru

Background

Azrahari was born among the scattered woodcutters and herb-gatherers of the Greying Wildlands. As a young woman, she learned to identify the Savalirwood's poisonous growths and to set broken bones with splints and careful stitching. Her turning point came during a winter fever that took her younger brother, Oru, while she was away seeking a cure. His grieving parents begged her to make something that would let them see their son again. Azrahari used stolen skin, a charm taken from a buried shrine, and a spell she did not understand to craft a lifelike puppet of the boy. It sat at their table and turned its head when they spoke. For a few days the family was comforted. Then it began answering questions with phrases Oru had never used, and the parents fled. Azrahari kept the puppet and decided that grief was a wound people would pay anything to have covered. Years of secret work and increasingly dangerous bargains changed her from healer to witch and Hollower. She now lives in a dark-red cottage deep in the Savalirwood, where black and red mushrooms pock the earth and the wildlife seems almost unnaturally unafraid. She sometimes kills travelers, then makes puppets from their skin; some are still, while others twitch or mimic familiar gestures. Her most famous work is a replica of Elric Tavelle, made for his bereaved parents. Azrahari told them it was only a doll, but she knows it occasionally whispers things Elric could not have known. She still exchanges remedies with a woodcutter named Eeva, who believes Azrahari is merely reclusive, and avoids Elric's parents, who have begun asking why their son remembers a locked room none of them told him about. Azrahari is currently searching for a way to quiet the voices inside her puppets without destroying them.

Role in the story

A dangerous woodland informant, morally compromised healer, or unsettling antagonist whose craft brings the party face to face with grief, consent, and the difference between remembering a person and possessing them.

“As a young woman, she learned to identify the Savalirwood's poisonous growths and to set broken bones with splints and careful stitching.”
From their background
Faction
No formal allegiance. Azrahari is known in scattered woodcutter folklore as a witch and Hollower, but she keeps no coven.

Known connections

Eeva, a woodcutter who trades her dried roots for salves and still thinks Azrahari is a strange but useful neighbor.
Elric Tavelle's grieving parents, who commissioned his puppet and now suspect that it contains more than an imitation.
The puppet of Elric Tavelle, which sometimes speaks with knowledge Azrahari cannot explain.
The scattered hunters and gatherers of the Greying Wildlands, who leave offerings near her path when they need a cure.
Major secret · GM only
Minor secrets · GM only

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