(Generated 40 times)
Namelist None
Rank Veteran
Race Human
Cult rank None
Notes "The barrow-wight looks like a small human with an abnormally long neck. Its face is thin and withered, its teeth are similar to those of a horse, and it sports a dirty and unkempt beard. Its knees bend backward like those of a bird. It speaks in a screeching voice. It protects its mound. The only way to kill a wight is to decapitate it and place its head between its knees.." Frightening ability can be used if it reveals its true form, which takes a round. Source: Bestiaire Faerique
STR 2d6+6
CON 2d6+10
SIZ 2d4+3
DEX 2d6+6
INT 3d6
POW 16+1d4
CHA 1d4+3
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right arm 1
16-18 Left arm 1
19-20 Head 1
Movement 6
Natural armor Yes

Non-random features

Ability ***Allergy to Salt and Iron*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Ability **Faerie Resistance** Faeries with this capability take only half the damage from natural weapons or materials other than iron. Additionally, the difficulty of their magical resistance tests decreases by one level.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Chaotic feature Frightening - Creature appears terrifyingly dangerous; viewers must succeed in an unopposed Willpower roll or flee the creature immediately.
Faerie Magic ***Faerie Illusion*** Concentration, Zone (radius of 10 m2), Resistance (Will), 6 MP To create a convincing illusion, the faerie alters the sensory projections of all or part of either the affected area or the creatures within. The illusion can involve all five senses, but it only works on a creature if it is entirely within the zone and fails its resistance test. Source: Bestiaire Faerique
Faerie Magic ***Faerie Metamorphosis*** Contact, Duration (one day), 5 MP, Resistance (Will) The faerie transforms its physical body or that of the targeted creature into that of another species. An unwilling target creature gets a resistance roll. Source: Bestiaire Faerique
Ability **Faerie Magic** Use the Folk Magic percentage. One turn is enough to cast a power or spell. Faeries don't need to speak or perform gestures to cast a power or spell. *Magnitude:* By default, all powers and spells cast with the Faerie Magic skill have a *magnitude of 4*. *Permanent:* The effect lasts until the power's target is killed or destroyed, or the power is dispelled *Zone:* The power affects all targets within the specified radius. Faerie powers operating at a distance don't use the At a *Distance* trait; they can be cast as long as the target is in the faerie's *line of sight*. This is specified in the descriptions. *Recovery:* Faeries recover their magic points autonomously (page 112 of Mythras) at a rate of 1 point per hour. Source: Bestiaire Faerique

Standard skills

Athletics STR+DEX+2d10+13 Brawn STR+SIZ Endurance CON+CON+2d10+12
Evade DEX+DEX+2d10+28 Perception INT+POW+1d10+30 Unarmed STR+DEX
Willpower POW+POW+1d10+40

Magic skills

Folk Magic POW+CHA+3d10+30

Custom skills

Passion: Protect Its Mound POW+POW+1d10+30

Combat styles

Tomb FaerieSTR+DEX+2d10+32

Weapon options

1-handed weapons

Amount: 2
Claw (1)
Bite (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Claw 1h-melee 1d6 M T - Bleed,Grip Y N 0 0
Bite 1h-melee 1d6 M T - Bleed Y N 0 0

Folk spells

Amount: 2d3
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Befuddle 1 Demoralise 1 Frostbite 1