Kyton, Hashihime “The Fiery Tormentor of the Threshold”
“Discover the Terrifying Hashihime: The Jealous Fiend That Turns Betrayal Into Burning Vengeance!”
Hashihime are a terrifying type of kyton, a class of malevolent spirits born from intense rage and betrayal. These nightmarish beings are manifestations of deep-seated vengeance and supernatural power, combining both human and grotesque elements into a horrifying form.
Hashihime possess a nightmarish visage that merges human and monstrous features. From the waist up, they resemble gaunt, spectral women with ghostly pale skin. Their long, black hair is often disheveled, partially obscuring their faces. They are crowned with three iron horns that blaze with supernatural flames, casting an eerie, flickering glow. Their lower jaws are adorned with jagged tusks that burn with an ominous fire. Below the waist, their forms are grotesque: legs are devoid of flesh, exposing raw, bloody muscles and sinew, while their feet are skeletal and dripping with gore. Their attire consists of tattered, ethereal rags that flutter hauntingly, adding to their ghastly appearance.
Behavior:
Driven by an all-consuming jealousy and a desire for vengeance, Hashihime are cunning and manipulative. They frequently deceive their victims by masquerading as benign spirits or Kami, luring individuals with false promises of protection or blessings. Once they have gained their victims’ trust, they betray and torment them, unleashing their fury with brutal efficiency. Hashihime’s rage is often directed at broad categories of people or specific traits, driven by irrational and deep-seated animosity.
Habitat:
Hashihime are found in places that symbolize transitions and boundaries. They dwell under ancient, dilapidated bridges, at crossroads, or atop isolated mountain peaks. These locations represent thresholds between worlds, reflecting their existence between the Material Plane and the Plane of Shadow. Hashihime possess the ability to open portals between these planes, allowing them to manipulate these liminal spaces and move between realms with ease.
Modus Operandi:
Hashihime are masters of both deception and terror. They typically use their unnerving gaze to induce fear and inflict severe bleeding, while their fiery tusks and claws deliver devastating eldritch burns. They are adept at using their spell-like abilities to confuse and control their prey, ensuring that their victims are overwhelmed by both physical and psychological torment. Their attacks are swift and brutal, designed to spread their suffering and anguish.
Motivation:
Their primary motivation is to make others experience the intense pain and suffering they have endured. Fueled by their own experiences of betrayal and jealousy, they seek to inflict similar torment on those they deem responsible for their anguish. Hashihime are driven by a relentless desire for retribution, believing that only by spreading their suffering can they achieve a form of justice and alleviate their own torment.
Hashihime 5e
Hashihime Pathfinder
Hashihime, Kyton
Medium Outsider (Kyton), Lawful Evil
Armor Class 19 (Natural Armor)
Hit Points 195 (17d10 + 102)
Speed 30 ft., Swim 30 ft., Fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 21 (+5) | 23 (+6) | 17 (+3) | 18 (+4) | 20 (+5) |
Saving Throws Dex +12, Wis +11, Cha +12
Skills Intimidation +12, Perception +11, Stealth +12, Swim +14
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Passive Perception 21, see invisibility
Languages Common, Infernal, Telepathy 100 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits
- Eldritch Burn: When a creature takes fire damage from Hashihime’s attacks, the fire intensifies if the creature attempts to extinguish it with water. The damage from the fire is increased by 50% (as if affected by the Empower Spell metamagic feat).
- Unnerving Gaze: As a bonus action, Hashihime can use her gaze to induce terror and bleeding. Each creature within 30 feet that can see her must make a DC 20 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and begins to bleed, suffering 5 (1d10) ongoing damage at the start of each of its turns until it receives magical healing or successfully treats the wound with a Medicine check (DC 20).
- Amphibious: Hashihime can breathe both air and water.
- Shadow Travel: Once per long rest, Hashihime can cast plane shift to travel between the Material Plane and the Plane of Shadow.
- Regeneration: Hashihime regains 10 hit points at the start of her turn if she has at least 1 hit point and is not in sunlight.
Actions
- Multiattack: Hashihime makes three attacks: one with her Gore and two with her Claws.
- Gore: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 7) piercing damage plus 10 (3d6) fire damage. The target must succeed on a DC 20 Dexterity saving throw or catch fire, taking an additional 10 (3d6) fire damage at the start of each of its turns until the flames are extinguished.
- Claws: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 7) slashing damage plus 5 (1d10) fire damage.
- Terrifying Howl (Recharge 5-6): Hashihime emits a bone-chilling howl. Each creature within 60 feet that can hear her must make a DC 20 Wisdom saving throw or be paralyzed with fear for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, with disadvantage if Hashihime is within line of sight, ending the effect on a success.
- Scorching Ray (Recharge 3/day): Hashihime casts scorching ray (spell level 2) as a 3rd-level spell. She creates three rays of fire, each dealing 6d6 fire damage on a hit.
Spellcasting
Hashihime is a 14th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She has the following spell slots:
- Cantrips (at will): Scorching Ray, Ray of Exhaustion (DC 18)
- 3rd Level (3/day): Confusion (DC 19), Control Water, Fire Shield, Quickened Dispel Magic
- 6th Level (1/day): Call Lightning Storm (DC 20), Slay Living (DC 20), Song of Discord (DC 21), Waves of Fatigue
- 1/Month: Gate (between the Material Plane and the Plane of Shadow only)
Legendary Actions
Hashihime can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hashihime regains spent legendary actions at the start of her turn.
- Fiery Charge: Hashihime moves up to her speed and makes one Gore attack.
- Infernal Surge (Costs 2 Actions): Hashihime releases a surge of fire. Each creature within a 20-foot radius centered on a point she can see within 60 feet must make a DC 20 Dexterity saving throw, taking 30 (10d6) fire damage on a failed save, or half as much damage on a successful one.
- Dreadful Strike (Costs 3 Actions): Hashihime makes one Gore attack and one Claws attack. If both attacks hit the same target, the target is knocked prone and must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute.
Tactics
- Ambush and Control: Hashihime excels at ambushing her foes from the shadows or hidden locations. She begins combat with her Terrifying Howl to disable multiple enemies, then uses her Unnerving Gaze to cause additional fear and suffering.
- Fire and Fury: She utilizes her Eldritch Burn to intensify the damage from her attacks, making it harder for enemies to recover. Her Scorching Ray spell allows her to deal significant damage from a distance, while Infernal Surge can decimate large groups of enemies.
- Mobility and Evasion: Hashihime’s Fly speed lets her remain out of melee reach and reposition as needed. She uses Shadow Travel to escape or reposition strategically, making her a difficult target to pin down. Her Regeneration allows her to recover hit points and sustain her presence in prolonged encounters.
This woman appears to be mostly human from the waist up, but her legs are skinless and dripping with gore and her feet little more than bones and sinew. Three iron horns burst from her brow limned in fire. Flames also burn along the tusks jutting from her lower jaw.
Source Demiurge113
Originally posted on Probing the Membrane of Science
Among the ranks of the kytons, those that are most honored are those that transformed themselves into a perfect form of pain and torment while they were still alive, rather than being molded and altered petitioners.
The hashihime are those kytons that accepted the doctrine of suffering and changed themselves into monsters out of jealousy. The ritual to transform oneself into a hashihime is taught by the kytons to those, mostly women, who have been scorned and so wish to make all others feel their pain.
Hashihime, as is fitting to their status between the living and outsiders, are creatures of thresholds and boundary places. Capable of opening portals between the Plane of Shadow and the Material Plane, hashihime are often at the vanguard of kyton incursions. When on the Material Plane, they dwell under bridges, near crossroads and the pinnacles of mountains.
There, they strike out at those who they hold responsible for their pain, which can extend towards broad categories such as ‘all men’, ‘all elves’, ‘anyone with green eyes’ or the like, or use their spell-like abilities and cunning tongues to convince others to turn against these favored targets. They are especially fond of masquerading as Kami, using this role to draw sacrifices and offerings.
Kyton Hashihime CR 14 |
XP 38,400 LE Medium outsider (aquatic, extraplanar, evil, kyton, lawful) Init +9; Senses darkvision 60 ft., Perception +25, see invisibility |
Defenses |
AC 29, touch 16, flat-footed 23 (+5 Dexterity, +1 Dodge, +13 natural) hp 195 (17d10+102); regeneration 10 (silver, good weapons and spells) Fort +16, Ref +10, Will +14 DR 10/silver and good; Immune cold, fire; SR 25 |
OFFENSE |
Speed 30 ft., Swim 30 ft., Fly 60 ft (good) Melee 2 gores +25 (1d8+7/19-20 plus eldritch burn), 2 claws +24 (1d4+7) Special Attacks eldritch burn (4d6 fire, DC 24), powerful charge (gore, 2d8+10 plus eldritch burn), unnerving gaze Spell-like Abilities CL 14th, concentration+19 Constant – fly, see invisibility At will – scorching ray, ray of exhaustion (DC 18) 3/day – confusion (DC 19), control water, fire shield, quickened dispel magic, suggestion (DC 18) 1/day – call lightning storm (DC 20), slay living (DC 20), song of discord (DC 21), waves of fatigue 1/month – gate (planar travel only, between Material and Shadow Plane only) |
STATISTICS |
Strength 24, Dexterity 21, Constitution 23, Intelligence 17, Wisdom 18, Charisma 20 Base Atk +17; CMB +24; CMD 40 Feats Dazzling Display, Dodge, Improved Critical (gore), Improved Initiative, Mobility, Quicken Spell-like Ability (dispel magic), Shatter Defenses, Spring Attack, Weapon Focus (gore) Skills Bluff +25, Diplomacy +25, Fly +16, Intimidate +25, Knowledge (planes, nature) +23, Perception +24, Sense Motive +24, Stealth +25, Swim +37 Languages Common, Infernal, telepathy 100 ft. SQ amphibious |
ECOLOGY |
Environment Plane of Shadow Organization solitary Treasure standard |
SPECIAL ABILITIES |
Eldritch Burn (Su) The flames of a hashihime burn with supernatural power. Creatures attempting to put out the fires set by a hashihime’s burn ability with water instead cause the flames to burn even more intensely, dealing damage as if subject to the Empower Spell metamagic feat. Unnerving Gaze (Su) Range -30 ft; Will DC 23; effect-1d6 bleed. As long as a creature takes this bleed, it treats all other creatures as having concealment and is sickened. The save DC is Charisma based. |