Black Faeries


Black Faerie, a Carnivorous Predator

Alignment: Always Miscreant or Diabolic.

Attributes:

I.Q. 1D4+6 (low to average human intelligence),

M.E. 1D6+12

M.A. 1D4+1

P.S. 1D6+12 (Supernatural)

P.P. 1D6+12

P.E. 1D6+15

P.B. 1D4

Spd 1D4+9, or 7 mph (11 km) crawling on the ground or climbing on the side of a tree, cliff or building.

Flying speed is 60 mph (96 km) maximum, and can be maintained for up to five hours, while a speed of 25 mph (40 km) can be maintained for up to 18 hours before requiring the monster to rest by slowing down to less than 5 mph (8 km) or hovering for one or two hours. It can hover stationary indefinitely. Maximum altitude is 15,000 feet (4,572 m).


M.D.C. by Location:

  • Small, Spindly Horns (2-4; head) – 5 each
  • Head – 100
  • Arms (2) – 40 each
  • Legs (2) – 45 each
  • Tail – 90
  • Wings (2) – 50 each
  • Main Body – 1D6x10+80

_

Horror Factor: 16

Size: 4-5 feet (1.2 to 1.5 m).

Weight: 220-300 lbs (99 to 135 kg).

Average Life Span: Immortal unless killed through violence.

P.P.E.: 1D6x10

Disposition: Black Faeries are driven by instinct and lust to torture and kill humans, Psi-Stalkers, D-Bees and all things that are cute, cuddly or sweet and beautiful.

Murderous and sadistic in the extreme, a Black Faerie will go miles out of its way to destroy a beautiful creature or natural scene. Their only true pleasure is in inflicting pain and suffering upon others. Anyone wishing to ally with these creatures must be prepared to supply them with plenty of opportunities for murder and carnage.

Equivalent Skill Abilities: Climbing 60%/50%, Land Navigation 70%, Intelligence 50%, Prowl 50%, and Tailing 50%.

Natural Abilities:

Excellent daytime vision, can see prey from two miles (3.2 km) away, nightvision 900 feet (274.3 m), fly, impervious to poison, normal fire and cold, magically understands and speaks all languages 85%, track by scent 35% (+20% to follow blood scent), Bio-Regeneration at a rate of 6D6 M.D.C. per 24 hours, double on ley lines, triple at nexus points, and can regenerate lost limbs, wings, tail, eyes, etc., within 48 hours.

Blood Identification (special): It can recognize different species of mortals by the scent or taste of their blood 50% (+30% to recognize favorite prey, including other Faerie Folk, Psi-Stalkers, humans, Dog Boys and many different types of D-Bees).

Flying (special): Flying is a natural state for Black Faeries, just as swimming is natural for fish in water. It may chose to land, but hovering or flying is its natural state of being. The monster can fly even with one or both wings destroyed, but only at a maximum speed of 30 mph (48). Can hover and fly at will for an indefinite period of time though it may have to slow down or hover in order to rest for a little while. Maximum altitude is 15,000 feet (4,572 m).

Attacks per Melee: Six physical attacks or by magic.

Mega-Damage: Fights using its bite, horns and tail as well as magic.

  • Bite, Restrained – 3D6 S.D.C.
  • Bite, Full Strength – 1D6 M.D.
  • Head Butt (blunt) – 1D4 M.D.
  • Head Butt with Horns, Goring – 1D6 M.D.
  • Stab/Slash with Spiked Arms or Legs: 1D6+3 M.D.
  • Tail Strike – 1D6+6 M.D. and has a 60% likelihood that human-sized opponents, 7 feet (2.1 m) or smaller, are knocked off their feet and lose initiative and one melee attack.

Bonuses (in addition to possible attribute bonuses):

  • +2 on Perception Rolls regarding recognizing each prey, valuables and escape route
  • +3 on initiative
  • +3 to strike and parry,
  • +8 to dodge in the air (only +4 if it should land)
  • +4 to pull punch
  • +2 to roll with impact
  • +6 to save vs magic and psionics
  • +7 to save vs Horror Factor
  • +2 on all other saving throws.

Vulnerabilities:

Cannot swim and sinks like a rock if forced underwater. All M.D. weapons and attacks inflict their normal damage. As do magic and psionics that inflict damage or which the monster does not save against inflict full damage, including TW weapons, Rune Weapons, Bio-Wizard weapons, Biomancy, etc. A weapon made from the wood of a Millennium Tree inflicts double damage.

Silver-coated S.D.C. weapons inflict the equivalent of M.D., so a silver-coated dagger that does 1D6 S.D.C. damage inflicts 1D6 M.D., a silver-plated sword that does 2D6 S.D.C. inflicts 2D6 M.D., and so on.

Magic:

Like Faerie Folk, these evil creatures can cast an unlimited number of spells a day without drawing upon their own P.P.E. reserve, HOWEVER, they cannot cast the same spell on the same individual more than once per 24 hours.

Spells:

Agony, Blind, Chameleon, Fire Bolt (does only 4D6 M.D.), Fuel Flame, and Sleep. The monster cannot learn new spells.

Victims attacked by its magic need a 14 or higher to save vs Black Faerie magic, and its spells are equal in power to a 10th level Line Walker. Note: The thing can choose to make the effects of any of its spell less damaging, usually to taunt and torment its opponent, but never reduces the potency less than 5th level strength. Note: Black Faeries are impervious to magic cast by other Black Faeries and Faerie Folk.

Psionics: None.

Habitat:

They are presumed to be able to survive in any environment and may be found in grasslands, mountains and lowlands, but prefer forest regions most of all. They were once, mainly encountered in Missouri, Iowa, Minnesota, Wisconsin, Illinois, Kentucky and the Magic Zone (Ohio & Indiana), and to a lesser degree, throughout the eastern half of the Old American Empire and southeastern Canada. While this remains true today, they have expanded their range since the Coalition’s War against Tolkeen and the subsequent Minion War.

Today they can be encountered throughout the Old American Empire, lower Canada and Mexico. Note: They are not fond of tropical jungles nor desert regions.

Black Faeries are often found in greatest numbers near ley lines and wherever Faerie Folk and Psi-Stalkers live. Though most Black Faeries are loners, numerous individuals may inhabit the same particular woodland or area, especially if their favorite prey is plentiful in the region.

As a rule, Black Faeries tend to hunt alone or in pairs. Occasionally they live in small tribes of three to eight. In big battles under the sway of demons, they may gather in swarms of 20-80, something not heard of since the Two-Hundred Year Dark Age (and rumors during the Siege on Tolkeen).

Enemies:

Psi-Stalkers are enemy number one, soldiers of the Coalition States number two, pretty Faerie Folk number three (and are also favorite prey), with humans, D-Bees and other attractive beings following in short order. Ugly Faerie Folk and D-Bees are tolerated if they are subservient or just stay out of the Black Faerie’s way.

Allies:

Evil creatures of magic like Witchlings, Pucks, Witches, Necromancers, evil dragons, and wicked or demonic creatures, among others. Sees more powerful demons and wicked beings as kindred spirits to be spared and applauded for their evil ways.

Any powerful being, from mages to Demon Lords, who gives them a purpose to cause pain and suffering is a potential ally, protector and even a leader, at least temporarily. Ironically, Black Faeries hate anybody who tries to enslave them, including Shifters and demons, but respect power and cruelty which can keep them in line, provided there aren’t more than two or three. The more Black Faeries gathered together, the more brazen, defiant and unpredictable they become. With the exception of those Black Faeries who have learned to join forces with like-minded monsters to better wreak bloodshed and suffering,

many of these monsters prefer to go through life hunting and hurting others as solitary predators, in pairs or trios. They may join a mixed group of other monsters from time to time, but such allegiances seldom last. It was only in the Dark Age when there were millions of the cursed monsters that they gathered in large swarms. However, under the command of the dark forces of Hell there are rumors of small Black Faerie swarms (4D6+9) once again. There were such unconfirmed rumors during the Siege on Tolkeen, as well.

Value: None.