Kofsa (wind witch)
There was a knock at the shutters on the third floor of the inn.
‘Do we answer it?’ Koram asked.
‘What do you think?’ answered Chalk.
The knock became louder and more insistent.
‘I’ll get it,’ grumbled Valance as he walked over to the window and began to open the shutters.
‘No!’ yelled Chalk.
Too late, the shutters suddenly blew open as Valance turned the latch. Caught offguard, the priest of the Spider God was sent reeling as a trio of creatures floated in through the window.
Colors burst all over the room in a dazzling and stunning display.
‘I told you not to open the shutters!’ howled Chalk as he started hurling spells. ‘Call up some spiders or something!’
Valance began chanting.
No. Enc.: 1 (1d8)
Movement: 90’ (30’)
Fly: 120′ (40′)
Armor Class: 5
Hit Dice: 6
Damage: 1d6 (bite or claw) or by weapon
Hoard Class: XIX
The kofsa, also known as wind witches, are hideous humanoid creatures that often serve chaotic and evil wizards. Their faces can be reptilian, demonic or bestial, often complimented with long hair, horns, or antlers. Slow flyers, these creatures seem to casually swim through the air and may float or hover even, but they can travel long distances without tiring. In combat these creatures can, twice per day, breath a cone (50′ wide, 15′ wide) of 70 mph high winds which require a Dex check or those in the cone will either fall over or be pushed back. In addition these creatures can cast, once per day: Dancing Lights, Color Spray, Magic Mouth, Misdirection, Continual Darkness and Phantasmal Monsters.