03 March 2021

Earthdawn 4E: Anatomy of a Creature 37 - Water Sprite

This is the thirty-seventh 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Here's another creature idea I've had around for a while. This isn't quite the same as what I've been imagining, but I decided some parts fit best elsewhere once I actually started working on it. The end result should be obnoxious to deal with, particularly when put alongside other opponents who can capitalize on their disrupting abilities.

Water Sprite

These tiny androgynous humanoids are nearly transparent, changing colors between clear, green-blues, and blues. They are sometimes called “water wraiths,” but that is something entirely different and a mistake only made by people who have never encountered a water wraith. Written accounts from before the Scourge tell of them as mischievous entities who would play harmless pranks and bring levity with them, while also helping those in need.

Like so many things the Horrors took when they came, the innocence of water sprites is among them. While not all are affected, those who aren’t live in fear of their malevolent brethren who delight in the fear and suffering they cause. They will even pretend to be chased by their allies to lure their would-be saviors into a particularly nasty trap. Pre-Scourge water sprites may ally with groups of trusted Namegivers who offer them protection for their aid.


Water sprites are entirely craven and flee when the tides turn against them. As much as the love to see someone struggle and drown in a water bubble, they would much rather live to scheme and torment a different day. They can be found in the company of many different creatures and even Horror constructs, who leave them be. Water sprites often wait in the wings near more dangerous creatures to sow chaos in any unfolding conflicts.

Challenge: Journeyman (Fifth Circle)
DEX: 8        Initiative:                  10      Unconsciousness:      40
STR: 2         Physical Defense:   15      Death Rating:               45
TOU: 5        Mystic Defense:       14     Wound Threshold:     7
PER: 7         Social Defense:        14      Knockdown:                 2
WIL: 5        Physical Armor:       2       Recovery Tests:           2
CHA: 7       Mystic Armor:           6        
Movement: 16 (Flying, Swimming)
Actions: 2; Unarmed ×2: 16 (13)
Powers:
Astral Attack: The water sprite can target Mystic Defense instead of Physical Defense with its Unarmed attacks.
Awareness (12): As the skill, Player’s Guide, p. 129.
Creature Power (16, Torrent Stream, Standard): Additional successes can only be spent on the listed special maneuvers.
Stealthy Stride (13): As the skill, Player’s Guide, p. 170.
Torrent Stream (11): The water sprite makes a Creature Power test against the Mystic Defense of a target within 20 yards. If successful, the target is bombarded with a torrent of water, thoroughly soaking and injuring them, and the target takes damage equal to the Torrent Stream result, reduced by Physical Armor.

Willful (2)

Special Maneuvers:
Dispelling Strike (Water Sprite): The water sprite may spend an additional success on an Attack or Creature Power test to make a Dispel Magic test against one spell affecting the target. Use the appropriate result as the Dispel Magic result.
Ethereal Attack (Water Sprite, Close Combat): The water sprite may spend an additional success on an Attack test to affect Mystic Armor instead of Physical Armor.
Knockback (Water Sprite, Creature Power): The water sprite may spend additional successes on its Creature Power test to throw opponents. Each success spent this way throws the target 2 yards and this distance is treated as falling (Gamemaster’s Guide, p. 167).
Water Bubble (Water Sprite, Creature Power): The water sprite may spend three additional successes on its Creature Power test to envelop the target in a bubble filled with water (Gamemaster’s Guide, p. 168). The target is affected by the Dispelling Strike special maneuver, except it targets all spells currently affecting the target. The target may attempt to escape each round with a successful Strength (10) test, gaining a +2 bonus if they have a piercing or sharp weapon in hand. Allies outside the bubble can attempt to free them in the same fashion with an attack. This special maneuver may be used once per round.

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