Cailleach Bheur - The Blue Hag

(Generated 36 times)
Namelist None
Rank Veteran
Race Human
Cult rank None
Notes Appearance: Tall, skeletal woman with blue skin and icy white hair; carries a deadly staff and accompanied by a crow. Habitat: Hills, mountains, moors. Active from Halloween to May 1st; becomes a rock or young woman in summer. Nature: Hostile to human expansion, protector of animals and guardian of natural water sources. Powers: Commands winter, stunts plant growth, and can turn into a rock. Staff can be lethal on touch. *By spending 1 magic point, the cailleach bheur can decrease the temperature by 2 degrees Celsius in a 10 km² area. Each additional magic point further decreases the temperature by 2 degrees and increases the affected area by 10 km². This ability only works in winter, and the magic points used are not recovered as long as the ability remains active. The cailleach bheur can cancel this ability at any time. **2d6 large mammals from the surroundings (deer, wolf, bear, etc.) come to the cailleach bheur and obey her commands. This ability costs one magic point and remains active as long as the cailleach bheur desires. ***In case of a successful attack, the staff kills the touched creature that fails an Endurance check. Source: Bestiaire Faerique
STR 1d6+37
CON 1d6+27
SIZ 1d6+27
DEX 2d6+8
INT 2d6+8
POW 1d6+22
CHA 2d6+8
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 **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 **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 ***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 ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent

Standard skills

Athletics STR+DEX+6d10 Brawn STR+SIZ+4d10 Conceal DEX+POW
Deceit INT+CHA Endurance CON+CON+7d10 Evade DEX+DEX+3d10
Insight INT+POW+4d10 Perception INT+POW+4d10 Stealth DEX+INT+5d10
Swim STR+CON Unarmed STR+DEX+6d10 Willpower POW+POW+3d10

Magic skills

Folk Magic POW+CHA+4d10+30

Professional skills

Survival CON+POW+5d10

Custom skills

Passion: Protect Nature POW+POW+6d10 Passion: Prevent Human Expansion POW+POW+1d10

Combat styles

Defender of the Wild NatureSTR+DEX+6d10

Weapon options

1-handed weapons

Amount: 3
Feet (1)
Trample (1)
Fist (1)

2-handed weapons

Amount: 2
Quarterstaff (1)

Ranged weapons

Amount: 1
Stone (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Feet 1h-melee 1d6+1d8 E VL - Bash,Stun Y Y 0 0 Feet
Trample 1h-melee 1d6+1d8 H VL - Bash,Stun Y Y 0 0 Feet
Fist 1h-melee 1d6+1d8 E L - Bash,Stun Y Y 0 0 Arm

Folk spells

Amount: 5
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Chill 1 Curse 1 Demoralise 1 Disruption 1
Heal 1