Duergar - Evil Dwarf

(Generated 48 times)
Namelist None
Rank Novice
Race Human
Cult rank None
Notes Appearance: 1-meter tall, shaggy, dark complexion. Wears furs and, occasionally, a green moss hat with a feather. Ecology: Nocturnal; fears sunlight. Personality: Despises humans, plays malicious tricks. Powers: Immense strength, skilled in illusion and transformation. Often misleads travelers into danger.
STR 2d6+23
CON 2d6+23
SIZ 1d2+3
DEX 2d6+8
INT 2d6+5
POW 2d6+13
CHA 1d4+3
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6
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
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
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.
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

Standard skills

Athletics STR+DEX+2d10+30 Brawn STR+SIZ+2d10+50 Conceal DEX+POW+1d10+30
Deceit INT+CHA+3d10+50 Endurance CON+CON+2d10+20 Evade DEX+DEX+4d10
Insight INT+POW+2d10 Perception INT+POW+3d10 Stealth DEX+INT+3d10+30
Swim STR+CON Unarmed STR+DEX+2d10 Willpower POW+POW+3d10+2

Magic skills

Folk Magic POW+CHA+2d10+40

Custom skills

Passion: Playing Malicious Tricks on Humans POW+POW+2d10+40 Passion: Hate Sunlight POW+POW+2d10+40

Combat styles

Hands of the MountainSTR+DEX+2d10

Weapon options

1-handed weapons

Amount: 1
Fist (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Fist 1h-melee 1d4 M T - Stun, Bash Y N 0 0

Folk spells

Amount: 6
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Befuddle 1 Darkness 1 Extinguish 1 Phantasm 1