Tuesday, July 23, 2013

Wirry-Carle - Creatures of Eira Preview

In Celtic folklore the Wirry-Carle or Wirry- Cowe are a malevolent fae spirit that serves much the same purpose as bugbears and goblins in Northern Europe. As such there is little definitive information about these creatures as they morph to become whatever the teller of a tale needs them to be.

In Eira however …

… The Wirry-Carle are a race of barbaric demi-humans who make their home in the highlands of Eira and in the barrowlands of the western coast. They are slim, emaciated looking creatures standing approximately 5 feet tall, with stooped, backs and long clawed hands. They see all other races as enemies but rarely do more than village raids and caravan ambushes.

Wirry-Carle are a vicious race who believe that they were once as beautiful as the Au-Sidhe until they were tricked by the Night Queen of the Un-Sidhe and cursed with their horrid forms. They hold an extraordinary hatred of Au-Sidhe, Un-Sidhe and any with even a hint of Sidhe blood.

Wirry Carle
Hit Dice: 1
Armor Class:  7 [12]
Attacks: 1 weapon (Short Sword) or 1 weapon (Short Bow)
Saving Throw: 17
Special: None
Alignment: Chaos
Challenge Level/XP:  1/15

Wirry Carle Chieftain
Hit Dice: 4
Armor Class:  5 [14]
Attacks: 1 weapon (Great Sword)
Saving Throw: 13
Special: Rank and File
Alignment: Chaos
Challenge Level/XP:  3/60

Rank and File – During combat a Wirry Carle Chieftain has a 3 in 6 chance of letting out a roaring battle cry that will summon any nearby Wirry Carle to him in 1d4 rounds of the battle cry.

Wirry Carle Shaman
Hit Dice: 4
Armor Class:  8 [11]
Attacks: 1 weapon (Staff) or Cantrip (eldritch blast 1d4)
Saving Throw: 17
Special: Spellcasting (charm person, cure light wounds, magic missile, sleep, suggestion), Inspire
Alignment: Chaos
Challenge Level/XP:  3/60

Inspire – With a word of power and prayer to their eldritch sponsor the spell caster can bolster the moral of any of its “flock” within a 60’ radius of himself. Those affected by the power and prayer of the caster receive +1 to all to-hit and damage rolls as well as recover 2 hit points.

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