Old Gods of Appalachia
The Dead Queen is not of the Inner Dark or the Green—she is something else, more powerful than what those two forces have been able to harness or destroy. The two sides work together every seven years to bind her in a ritual that keeps her buried under the earth. But when the ritual needs to be renewed, she is free to stop them—and sometimes, somehow, she escapes early.
Denied a full life and motherhood, now death on a grand scale is her goal; there is not enough death in the world to let her heart truly know peace.
The Dead Queen is not too tall, pale like a ghost, her leaf-tangled hair hanging in tatters, and her bones pressing up against her skin. Her clothing is old and rotted, and her scent is the stench of fever and sweat-soaked bandages. Her baby is scrawny, with old eyes that glow like fireflies.
To the people of Good Mother Ministries, the Dead Queen is called the Good Mother and is worshipped as an angel of vengeance.
The Dead Queen is usually accompanied by at least two beasts of the dark earth, or more if she expects powerful foes.
Motive: Murder
Environment: Woods and settlements, especially near where she is buried
Health: 33
Damage Inflicted: Major wound (9 points)
Armor: 3
Movement: Short
Modifications: Might-based tasks, Might defense, and Intellect defense as level 10
Combat: The Dead Queen is immensely strong, able to tear off a grown man's head with her bare hands. She makes one or two melee attacks per round, whether these attacks are punches, clawing with her fingers, or merely grasping and squeezing.
The Dead Queen is surrounded by death magic, automatically inflicting 1 point of damage (ignores Armor) on every creature within short range at the start of her turn. As an action, she can concentrate some of this energy at one creature within short range, inflicting a major wound (9 points) (ignores Armor) on a failed Might defense roll. She recovers health equal to the amount of damage this death magic inflicts (whether passively from an area, as a directed attack, or both).
Her magical powers include (but are not limited to) the following, each of which she can perform as an action:
Interaction: The Dead Queen only wants to bring death to the world. She cannot be persuaded or befriended, but she might (briefly) watch over someone she plans to ensnare and curse.
Use: Someone spotted a ragged-looking woman in the forest carrying a sick-looking infant. Bloody small footprints lead away from a grisly murder scene.
Loot: Leavings from the Dead Queen's body or clothing can be combined to create enough paralyzing poison to coat one or two weapons.
Connection: The character knows a witch or haint who once performed the ritual to imprison the Dead Queen. The character lost a loved one to the Dead Queen.
GM Intrusion: The Dead Queen conjures up a few more beasts of the dark earth as part of another action. The Dead Queen uses her strength to hurl a character a short distance, inflicting 8 points of damage, stunning them for a few rounds on a failed Might defense roll, and breaking one of their limbs (all actions with that limb are hindered by two steps until it is healed).