Spriggan - Faerie Guardian - Gigantic Form

(Generated 39 times)
Namelist Celt males and females (View names)
Tags
Faerie
Fantasy
Rank Skilled
Race Human
Cult rank None
Notes Appearance: Small, grotesque humanoid with a withered look and a disproportionately large head. Habitat: Guards treasures near ancient landmarks like stone circles, giant ruins, and mounds. Some believe they're the spirits of ancient giants. Nature: Belongs to the unseelie faerie court; malevolent to humans, known to steal babies and replace with changelings. ***Gigantic Growth*** Faerie Magic spell. Contact, Duration (one day), 10 MP: The spriggan grows until it reaches a SIZ of 30. It now has a STR of 25, its DEX drops to 8, and it only has 3 action points, its damage modifier is +1d12 and its hit points are those of a creature with SIZ + STR = 55 (see page 10 of Mythras). Its Athletics, Brute Strength, and Combat skills increase to 60%, while its Stealth and Hiding skills drop to 20%. The spriggan can return to its initial form whenever it wishes. Source : Bestiaire Faerique
Creatorhkokko
Stats
STR 2d6+18
CON 2d6+8
SIZ 2d6+23
DEX 2d6+1
INT 2d6+13
POW 2d6+13
CHA 1d4+2
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
Attributes
Movement 6
Natural armor No

Non-random features

ListFeature
Faerie Magic ***Faerie Lightning*** At a Distance, Resistance (Dodge), 3 MP A lightning bolt descends from the sky towards a target in the faerie's line of sight. If the target fails its resistance roll, the lightning inflicts 1d6 damage points to a random location. Natural or worn armor offers no protection against this damage. Only magical protection is effective. 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
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 ***Minor Curse*** Contact, Special Duration, 1 MP per cursed person A faerie can only inflict such a curse once on a given intelligent creature. The affected creature (which cannot be the faerie itself or another faerie) suffers one of the following effects, GM's choice: Automatic fumble on a skill test chosen by the GM within 24 hours after the curse. Loss of a luck point. Source: Bestiaire Faerique

Standard skills

Athletics STR+DEX+4d10+10 Brawn STR+SIZ+1d10 Conceal DEX+POW+2d10+50
Deceit INT+CHA+5d10+38 Endurance CON+CON+2d10 Evade DEX+DEX+8d10+10
Insight INT+POW+8d10 Perception INT+POW+8d10+13 Stealth DEX+INT+4d10+40
Swim STR+CON+1d10+20 Unarmed STR+DEX+1d2 Willpower POW+POW+2d10+48

Magic skills

Folk Magic POW+CHA+6d10+22

Professional skills

Survival CON+POW+1d4+20

Custom skills

Passion: Guarding Treasure POW+POW+2d10+45

Combat styles

Gigantic AttackSTR+DEX+2d10+20

Weapon options

1-handed weapons

Amount: 3
Club (1)
Fist (1)
Bite (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Fist 1h-melee 1d6 M M - Grip,Stun Location Y N 0 0
Bite 1h-melee 1d8 M T - Grip,Bleed Y N 0 0

Folk spells

Amount: 4
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Alarm 1 Babble 1 Befuddle 1 Curse 1
Might 1