GameLab / OS-SIX / Gothic Horror / Monsters - Bruja

Bruja

The bruja (a.k.a. swamp witches, bog hags, and crones) reside in derelict houses deep in the stinking marshlands. Each new moon, in the pitch dark of night, they venture out of the swamps and into nearby villages to abduct small children, which they bake into mince pies. Bruja are vile and calculating creatures dressed in tattered rags with gray skin, clawed fingers, and jagged yellow teeth. Although it does not harm them, bruja avoid sunlight and only venture out at night or during the twilight hours to collect herbs and mushrooms.

Crone

HP: 45 | Morale: 9* | Movement: 30 | Armor: None | Attacks: Claw, Hex

Once per day, a crone can cast an illusion spell on herself to appear as a normal old woman or even an attractive younger woman. The illusion is very effective from a short distance, but does not hold up well to close inspection.

Although some remain solitary, most bruja live in a coven, typically residing with three “sisters.” While a coven of three or more remains together, their spells are more powerful and each Bruja’s morale is 9. If there are only two, their morale is 7. If only one remains, their morale is 5.

ACTIONS

On its turn, a Bruja can make one melee attack or cast one hex spell.

Hex (Ranged): The bruja points and murmurs an incantation. One living target within 50 feet must roll Will, taking D6+1 damage on a failure, D3+1 on a partial success, and no damage on a complete success. If three or more bruja are standing within 50 feet of each other, the hex spell deals 2D6+1 (failure) or D6+1 (partial success).

Jezibaba

Known as the mother of all bruja, Jezibaba is an extremely old and powerful witch that lives in a walking hut. Traveling the remote regions, Jezibaba collects magical artifacts and oddities. Few mortals that have met Jezibaba have lived to tell the tale.

HP: 90 | Morale: — | Movement: 30 | Armor: None | Attacks: Spell

Walking Hut

Jezibaba’s magic hut is a roughly 120 sq.ft. shanty with a smoking chimney and eight 10-foot tall spider-like legs crafted of gnarled tree branches and vines. The entire structure, which is covered in moss, plant growth, and mushrooms, has a movement speed of 40 feet. On her turn, whether or not she remains inside, Jezibaba’s hut can make a stomp attack that deals 2D6 damage. Each leg has 15 HP. If three legs are destroyed, the hut’s speed slows to 20 feet. If five or more legs are destroyed. If six are destroyed, the entire structure falls over.

Spellcasting

Jezibaba has 9 spell points and can cast up to two of the following Rune spells on her turn (although she cannot cast the same spell twice in one turn):

  1. Mind Splinter (0 SP): Jezibaba points at one target. The target rolls Will, taking D6 damage and gaining one Strain on a failure, D3 damage on a partial success, or no damage on a full success.

  2. Reanimate (1 SP): Jezibaba touches a dead humanoid creature. It reanimates and becomes a Zombie under her control. After a day, it turns to dust.

  3. Recoup (1 SP): Jezibaba regains 2D6 HP.

  4. Vapor Walk (1 SP): Jezibaba briefly turns into vapor and teleports up to 25 feet to an unoccupied space that she can see.

  5. Hellish Breath (2 SP): A 20-foot stream of flame surges forth from Jezibaba’s open mouth toward one target. The target rolls Agility, taking 3D6 fire damage on a failure, 1D6 on a partial success, or no damage on a full success.

  6. Malign Gaze (2 SP): Jezibaba looks at a single target she can see and that can see her. The target rolls Will. On a failure, they are stricken Blind for D3 rounds. On a partial success, they are stricken Blind for one round. On a full success, they’re unaffected.

  7. Summon Bog Elemental (3 SP): Jezibaba mutters an incantation and sprinkles herbs on the ground. Seconds later, a seven-foot tall elemental covered in green and brown moss emerges from the ground. The creature has 40 HP, no morale, no armor, and a movement speed of 25 feet. It acts on Jezibaba’s turn, making one slam attack that does 2D6 damage.

  8. Rotting Miasma (3 SP, one cast per day): Jezibaba expels a cloud of dark yellow vapor (30-foot radius sphere). Any living person or creature that begins its turn in the sphere must roll Brawn, taking 4D6 damage on a failure and gaining D6 Strain. On a partial success they take 2D6 damage and gain D3 Strain. On a complete success, they take D6 damage and gain one Strain. The cloud lasts for one minute. Bruja and undead are immune.

Salvage: If destroyed, Jezibaba leaves behind two random Dark Runes and a random magical item.