Triple Threat: The Raven Mocker

Note: In honor of the first annual “Blog or Treat!” I present a nasty monster from Native American mythology.

Called the ka’lanu ahkyeli’ski (preferably during the day, in sunlight, never indoors, and away from any nearby shadows) the Raven Mocker is a horrific being form Cherokee legend (though it shows up in other tribes occasionally) that is a kind of shapeshifting vampire witch. They can take the form of black birds (almost always ravens, but magpies and crows are pretty common as well). When hunting their prey they either take the shape of and old and withered human being (both male and female are common – whatever lets them get close to their prey) or more rarely a ball of fire or light. Their presence can be felt by ravens who cry when nearby. This is always followed by a strong northern wind. These two omens herald its presence and often heralds the death of someone nearby (similar to the banshee or strix). Raven Mockers feed on the life force of others and need only be in their victim’s presence top do this (often invisibly). Those with a strong enough Will or magic ability can fend of this attack and in many stories turn it back on the Raven Mocker cause it to bleed its life force away rapidly. Those with Magery or similiar traits are highly effective against these monstrous beings.

Any Campaign Setting…
ST: 14             HP: 14            Speed: 7.00
DX: 14            Will: 18          Move: 7 or 14 (air)
IQ: 14             Per: 16           Weight: 150-200 lbs.
HT: 14            FP: 14             SM: 0
Dodge: 11       Parry: 11        DR: 0
                      
Punch (14): 1d-1 crushing. Reach C.
Grapple (14): Reach C. No damage.
Consume Life Force (18 vs. Will): The Raven Mocker can drain the life force of anyone within 100 yards. Targets lose 3d HP and the Raven Mocker gains 3d HP. This is reduced the farther away the Raven Mocker is from his target: 3d if less than 9 yards, 3d-1 at 10 yards, 3d-2 at 20 yards, 3d-3 at 30 yards, 2d at 40 yards, 2d-1 at 50 yards, 2d-2 at 60 yards, 2d-3 at 70 yards, 1d at 80 yards, 1d-1 at 90 yards, and 1d-2 at 100 yards. Your target adds their Margery+1 /2 to the roll to resist.
Improvised Weapon (9): Based on Damage 1d/2d.

Traits: Alternate Form (Human, raven, or orb of fire, possibly others); Combat Reflexes; Injury Tolerance (Damage Reduce /4; Unliving); High Pain threshold; Indomitable; Invisibility (Can Carry Equipment, Extra Heavy; Switchable); Magery 3; See Invisible (Spirits); Social Regard 4 (Feared); Social Stigma (Monster); Supernatural Durability (Damage from Weakness); Supernatural Features (Omens – cold winds and the cry of a raven); Terror 5 (Presence); Unfazeable; Weakness (Failure by 3+ on a roll to leech; 1d/instance; Quickened 6; Variable); spells or magical powers dependent on the setting. Typically something that allows them to curse others in some way.
Skills: Brawling-14; Intimidation-18; Occultism-14; Ritual Magic-14 or Thaumatology-14; Stealth-14; Wrestling-14;  any number of supernatural and occult skills that are setting dependent.
Notes: If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), Raven Mockers have a modifier of -4 or -6 if the PCs recognize it for what it is. Their Weakness is pretty straightforward: If they fail a Quick Contest of Will by 3 or more to consume a subject’s life force they take 1d of injury instantly.


For Dungeon Fantasy…
ST: 14             HP: 14            Speed: 7.00
DX: 14            Will: 18          Move: 7 or 14 (air)
IQ: 14             Per: 16           Weight: 150-200 lbs.
HT: 14            FP: 14             SM: 0
Dodge: 11       Parry: 11        DR: 6
                      
Punch (14): 1d crushing. Reach C.
Grapple (14): Reach C. No damage.
Consume Life Force (18 vs. Will): The Raven Mocker can drain the life force of anyone within 100 yards. Targets lose 3d HP and the Raven Mocker gains 3d HP. This is reduced the farther away the Raven Mocker is from his target: 3d if less than 9 yards, 3d-1 at 10 yards, 3d-2 at 20 yards, 3d-3 at 30 yards, 2d at 40 yards, 2d-1 at 50 yards, 2d-2 at 60 yards, 2d-3 at 70 yards, 1d at 80 yards, 1d-1 at 90 yards, and 1d-2 at 100 yards. Your target adds their Margery or Power Investiture+1 /2 to the roll to resist.
Improvised Weapon (9): Based on Damage 1d/2d.

Traits: Alternate Form (Human, raven, or orb of fire, possibly others); Combat Reflexes; Injury Tolerance (Damage Reduce /2; Unliving); High Pain threshold; Indomitable; Invisibility (Can Carry Equipment, Extra Heavy; Switchable); Magery 3; See Invisible (Spirits); Social Regard 4 (Feared); Social Stigma (Monster); Supernatural Durability (Damage from Weakness); Supernatural Features (Omens – cold winds and the cry of a raven); Terror 5 (Presence); Unfazeable; Weakness (Failure by 3+ on a roll to leech; 1d/instance; Quickened 6; Variable); 
Skills: Brawling-16; Intimidation-18; Occultism-14; Thaumatology-16; Stealth-14; Wrestling-14;  any number of supernatural and occult skills as the GM deems; dozens of spells at skill 18 including any Necromantic or Body Control spell and 2d “signature spells” at 20.
Class: Mundane

Notes: Truly Evil. Will negotiate, but never keeps word. -5 on Quick Contests of supernatural skills or abilities against Shamans.



Monster Hunters…
ST: 20             HP: 20            Speed: 8.00
DX: 16            Will: 22          Move: 8 or 16 (air)
IQ: 18             Per: 20           Weight: 150-200 lbs.
HT: 16            FP: 16             SM: 0
Dodge: 12       Parry: 12        DR: 10 (Force Field)

Fright Check: -6
                     

Punch (18): 2d crushing. Reach C.
Grapple (18): Reach C. No damage.
Consume Life Force (22 vs. Will): The Raven Mocker can drain the life force of anyone within 100 yards. Targets lose 5d HP and the Raven Mocker gains 5d HP. This is reduced the farther away the Raven Mocker is from his target: 5d if less than 9 yards, 5d-1 at 10 yards, 5d-2 at 20 yards, 5d-3 at 30 yards, 4d at 40 yards, 4d-1 at 50 yards, 4d-2 at 60 yards, 4d-3 at 70 yards, 3d at 80 yards, 3d-1 at 90 yards, and 3d-2 at 100 yards.
Improvised Weapon (11): Based on Damage 2d-1/3d+2.

Traits: Alternate Form (Human, raven, or orb of fire, possibly others); Combat Reflexes; Injury Tolerance (Damage Reduce /4; Unliving); High Pain threshold; Indomitable; Invisibility (Can Carry Equipment, Extra Heavy; Switchable); Magery 3; See Invisible (Spirits); Social Regard 4 (Feared); Social Stigma (Monster); Supernatural Durability (Damage from Weakness); Supernatural Features (Omens – cold winds and the cry of a raven); Terror 5 (Presence); Unfazeable; Weakness (Failure by 3+ on a roll to leech; 1d/instance; Quickened 6; Variable); 
Skills: Brawling-16; Intimidation-20; Occultism-18; Thaumatology-16; Stealth-18; Wrestling-18; and all Path skills at 18; any number of supernatural and occult skills that are setting dependent.
Notes: Use the skills listed under Rogue Witches in the Know Thy Enemy box in GURPS Monster Hunters 1: Champions (p. 16). To those who know its weakness and have the capability to endure a battle to enact it a Raven Mocker is a challenge for a whole party. Without that knowledge…it’s very difficult Their Weakness is pretty straightforward: If they fail a Quick Contest of Will by 3 or more to consume a subject’s life force they take 1d of injury instantly. Note: Those that enhance their Will with magicget the bonus to resist the drain of their life force normally, but the Raven Mocker gets the bonus x1.5 as an extension on its Weakness as well! For example, if a witch outfitted her party with charms that granted a +3 to their Will then the Raven Mocker would have to fail their Will roll by 9 for them to lose HP due to their weakness!

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