This aged crone has an aura that seems to transcend ancient. Her left eye is solid red like hot lava, and the right is ice blue. Bat wings grow from her back, draped around her like a cloak. She watches you with a look of both disinterest and mild curiosity, smoking from a hookah pipe connected to a reservoir of smoke that swirls and takes the shape of tormented souls.
Shar-Kovar is one of the few daughters of the Hag Babba-Yaga that did not become a Hag herself. While she did delve into the darkest of magics, rather than limit herself to becoming a Hag herself she chose to become a demon instead. Shar-Kovar’s primary talent, however, is the ability to see through the mists of time. Rather than take an overt path to power through conquest, she travels the worlds setting up in various isolated locations and offering her talents to those who can pay the price. Sometimes that price is living souls, and sometimes it is specific artifacts (namely lich phylacteries). There are rumors to the effect that she has mothered several children with the Demon Lord Grazzt, and the presence of Tieflings around her serving as body guards seems to confirm that rumor.
Shar-Kovar, Eye of Darkness
Female Changeling (Half-Fiend) oracle 7 / outsider 3 Archetypes Seer,
NE Medium outsider (changeling, native)
Init +3, Senses blindsense (30 ft.), darkvision (60 ft.); clouded vision, Perception +23
AC 22, touch 13, flat-footed 19 (+4 armor, +3 Dex, +5 natural, )
hp 88 ((7d8)+(3d10)+41)
Fort +9, Ref +6, Will +18
DR5/magic; Immunities poison, Resistances acid 10, cold 10, electricity 10, fire 10, SR 20;
Speed 20 ft. Fly 40 ft. (Good)
Melee claw +9/+9 (1d4+1)
Melee morningstar +1 +10/+5 (1d8+2)
Melee bite +9 (1d6+1)
Special Attacks Smite Good,
Innate Spell-Like Abilities contagion (DC 21,1/day), darkness (3/day), desecrate (1/day), poison (DC 22,3/day), unholy blight (DC 22,1/day),
Oracle Spells Known (CL 7th; concentration +15)
3rd(6/day)-bestow curse(DC 21), blindness/deafness(DC 21), inflict serious wounds(DC 21), clairaudience/clairvoyance
2nd(8/day)-augury(DC ), cure moderate wounds(DC 20), hold person(DC 20), inflict moderate wounds(DC 20), detect thoughts(DC 20)
1st(8/day)-cause fear(DC 19), cure light wounds(DC 19), detect good, doom(DC 19), protection from good(DC 19), inflict light wounds(DC 19), memory lapse(DC 19)
0th(at will)-bleed(DC 18), create water, detect magic, mending(DC 18), purify food and drink(DC 18), read magic(DC ), stabilize(DC 18)
Str 12, Dex 16, Con 18, Int 26, Wis 30, Cha 26,
Base Atk +8; CMB +9; CMD 22
Feats Blind-Fight, Eldritch Claws, Extra Revelation (3x), Martial Weapon Proficiency, Simple Weapon Proficiency
Skills Bluff +13, Craft (Alchemy) +16, Diplomacy +21, Fly +17, Heal +14, Intimidate +10, Knowledge (Arcana) +21, Knowledge (History) +21, Knowledge (Planes) +21, Knowledge (Religion) +21, Linguistics(Abyssal, Draconic) +10, Perception +23, Profession (Herbalist) +18, Profession (Soothsayer) +18, Sense Motive +23, Spellcraft +21, Stealth +10, Use Magic Device +18,
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Orc, Shadowtongue
SQ blindsense, bonus oracle curse level (6x), claws, clouded vision, darkvision, gift of prophecy, green widow (green hag), hag racial trait, knowledge of the ages, natural armor, natural divination, orisons, rewind time, temporal celerity, time hop, time mysteries, , , , , ,
Combat Gear potion of cure moderate wounds, candle (10), torch (10), rations (trail/per day) (5),
Other Gear amulet of natural armor +1, claw, gold-skull bracelets, morningstar +1, bite, mithral shirt, assorted gems, coin (copper piece) (50), coin (gold piece) (35), coin (silver piece) (65), darkwood coffer, pouch (belt), backpack, bedroll, waterskin, flint and steel, pot (iron), mess kit, rope (hemp/50 ft), soap (per lb), 0.0 gp
Blindsense (Ex) Range 30 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Bonus Oracle Curse Level (6x) Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Claws (Sp) Changelings get two claw attacks.
Clouded Vision Your eyes are obscured, making it difficult for you to see.
Darkvision Changelings can see in the dark up to 60 feet.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Gift of Prophecy (Su) Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. You gain the benefits of a divination spell with 90% effectiveness. None of these spell effects require material components.
Green Widow (Green Hag) You gain a +2 racial bonus on Bluff checks against creatures that are sexually attracted to you.
Hag Racial Trait (Ex) Changelings inherits a trait from her mother.
Immunity to Poison (Ex) You never take poison damage.
Knowledge of the Ages (Su) You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining a +8 insight bonus on the check. You can use this ability 8 times per day.
Natural Armor (Ex) Changelings have a +1 natural armor bonus.
Natural Divination (Ex) You can read the entrails of a freshly killed animal or humanoid to gain a 8 insight bonus on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) 2 time(s) per day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
Rewind Time (Su) As an immediate action, 1/day, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll.
Smite Good (Su) Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. You can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds).
Time Hop (Su) As a move action, you can teleport up to 70 feet per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Time Mysteries You draw upon the divine mystery of Time to grant your spells and powers.