Capelthwaite, the Black Dog

(Generated 54 times)
Namelist None
Rank Novice
Race Dog
Cult rank None
Notes "This fairy looks like a huge black dog; its fur is shaggy, and its large round eyes shine with a red or green glow. Some are headless; their eyes float in the air in front of their bodies. Most of the time, the black dog only seeks to frighten its victim: it silently approaches and reveals itself when right beside the person: if the victim doesn't faint from terror, it might attack or chase them. In combat, it primarily aims to bite its opponent. If someone strikes, touches, or even speaks to a black dog, it can spew breath resembling fire, capable of paralyzing its target. " Source: Bestiaire Faerique
STR 3d6+3
CON 3d6+6
SIZ 3d6+2
DEX 3d6+4
INT 3d6+2
POW 3d6+5
D20Hit locationArmor
01-02 Right Hind Leg 2
03-04 Left Hind Leg 2
05-07 Hindquarters 2
08-10 Forequarters 2
11-13 Right Front Leg 2
14-16 Left Front Leg 2
17-20 Head 2
Movement 8
Natural armor Yes

Non-random features

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 **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
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner
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
Faerie Magic ***Paralyzing Breath*** , Ranged, Special Duration, Resistance (Endurance), 2 MP: Make a contested roll between the Fairy Magic of the black dog and the Endurance of the targeted creature. The power only affects the target if the success levels are in favor of the black dog. 1 level of success: the target is paralyzed for 1 round; two levels of success: the target is paralyzed for 1d4 rounds; 3 levels of success: the target faints and cannot be awakened until the end of the combat. The effect can be dispelled with appropriate magic, such as Dispel Magic
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.
Faerie Magic ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power. Source: Bestiaire Faerique
Faerie Magic ***Faerie Teleportation*** Instant, 2 MP The faerie can teleport instantly to another location in its line of sight, provided it's not already occupied by an object or creature. It can teleport up high, but falls if it can't fly. Source: Bestiaire Faerique

Standard skills

Athletics STR+DEX+1d10+40 Brawn STR+SIZ+6d10 Conceal DEX+POW+1d10
Deceit INT+CHA+6d10 Endurance CON+CON+2d10+20 Evade DEX+DEX+5d10
Insight INT+POW+1d6 Perception INT+POW+2d10+40 Stealth DEX+INT+3d10+43
Swim STR+CON+1d10 Unarmed STR+DEX+5d10 Willpower POW+POW+2d10

Magic skills

Folk Magic POW+CHA+3d10+30

Professional skills

Survival CON+POW+1d10

Custom skills

Passion: Helping Lost Travelers POW+POW+5d10 Passion: Bringing Bad Omens POW+POW+9d10

Combat styles

Frightening DogSTR+DEX+2d10+30

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 1d4 M M - Bleed,Grip Y N 0 0
Bite 1h-melee 1d6 M T - Bleed Y N 0 0