The Witchling - PB

Witchlings are malevolent monsters from beyond the Rifts. Although many folk consider them to be "demons," they are actually fiendish creatures of magic. They are most common to the American Midwest and Ontario, Canada, but can be found anywhere in North America, England and Europe. They are hate-filled beings who crave power and love to inflict suffering on mortal creatures. Left to their own devices, many force humanoids to worship them, and a Witchling may seize control of a wilderness town serving as the tyrant ruler and hellish protector.

Unlike many monsters, Witchlings like to associate with other supernatural and evil beings, including evil humans. They regard deceit and treachery as an "art form" and find kindred spirits a pleasure to work and live with. As long as their unsavory allies do not betray them and allow them to revel in a certain amount of power, glory and freedom, Witchlings are

content.

Witchlings' penchant for duplicity and torture makes them excellent interrogators, torturers (both physical and psychological torture) and blackmailers. Witchlings can also make good slave masters, nightmarish babysitters, supervisors, lieutants and squad leaders to sub-demons and lesser beings, including mixed teams of monsters, humans and D-Bees.

A Witchling resembles a disheveled, old hag dressed in a tattered robe or poncho. They have unkept, scraggly hair, grey scaly skin, small dark eyes, and large, slightly pointed ears. Like the Neuron Beast, they have no legs and their natural state is that of floating silently through the air.

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Witchling, a creature of magic

Alignment: Any evil, typically Miscreant or Aberrant.

Attributes:

I.Q. 1D6+10

M.E. 2D6+10

M.A. 2D6+10

P.S. 1D6+6

P.P. 1D6+8

P.E. 1D6+10

P.B. 1D6

Spd 27 flying (18.5 mph/29.7 km).

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M.D.C.: Main Body: 200

Horror Factor: 1 4

Size: 5 feet (1.5 m ).

Weight: 120-150 lbs (54 to 67.5 kg).

Life Span: Up to 6,000 years.

P.P.E.: 2D6x10 plus 2D6 per level of experience.

I.S.P.: None.

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Natural Abilities

Flight and hover, impervious to poison, drugs, disease, normal fire and cold (M.D. fire and cold do full damage). Can also magically understand and speak all languages, turn invisible at will (+10% to Prowl) without expending P.P.E., and bio-regenerate 4D6 M.D.C. per hour.

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R.C.C. Skills:

Basic Math (+3 0%), Brewing (+15%), Land Navigation, Skin and Prepare Animal Hides (+10%), Pick Locks (+10%), Prowl (+40%), Streetwise (+30%), Wilderness Survival (+20%), W.P. Knife, and W.P. Blunt.

Average Level of Experience: 1D4+ 1

Attack per Melee: Five or by magic.

Bonuses (does not include possible attribute bonuses): +2 on initiative, +5 on Perception Rolls, +2 to strike, +4 to parry and dodge, +3 to save vs psionics and possession, +5 to save vs magic, impervious to Horror Factor.

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Damage:

  • Restrained Punch: 3D6 S.D.C.
  • Punch: 1D6 M.D.,
  • Claw Strike: 3D6 M.D.
  • Bite: 5D6 S.D.C.

Magic Powers: P.P.E. : 2D6x10+1D6 per level of experience.

Spells: Charismatic Aura (10), Concealment (6), Death Trance (1), Detect Concealment (6), Heal Wounds (10), Ley Line Transmission (30), Manipulate Objects (2), Mask of Deceit (15), Mystic Alarm (5), Reduce Self (20), See Aura (6), and Sense Magic (4).

Offensive Spells: Befuddle (6), Carpet of Adhesion (10), Cloud of Smoke (2), Energy Bolt (5), Fire Bolt (7), Sleep (10), Minor Curse (35), Sickness (50), Spoil (30), and Wind Rush (20).

G.M. Note: An additional 3D4 spells can be selected from Spell Invocations levels 1 -6; most will probably involve controlling others and inflicting pain/damage.

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Psionics: None .

Habitat: Anywhere, but mostly in the American Midwest, the Magic Zone, Eastern Wilderness and southern Canada.

Allies: Other evil beings. Among humans, Witchlings seem fond of Shifters, Necromancers, Witches and other evil practitioners of magic.

Enemies: Any who oppose them and attractive or innocent people. Psi-Stalkers and Dog Boys are their natural mortal enemies.

Note: Witchlings are notoriously treacherous and resourceful, and excellent at feigning death. They can also be quite depraved and cruel. However, they seldom fight to the death, preferring to retreat and regroup to exact revenge later or to move on to greener pastures.