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Gods
From L&L 2nd Ed by  TSR
Celtic Mythology
Note: I will get around to editing them to fit better into my world but they are fine for now.

Lugh (intermediate god)
Lugh can best be described as the god of excellence, reputed to be not only the inventor and patron of the arts, but also an expert in such diverse fields as sorcery, history, craftsmanship of all sorts, story telling, and heroism. Lugh, whose name means "The Shining One" is the most widely worshipped of the pantheon, with numerous monuments throughout Celtic regions where followers prayed to him for guidance in any of his many areas of expertise. Known to be a late comer to the pantheon, Lugh is often found in the company of Rosmerta, a goddess of wealth and material possessions. He can control endeavors in the arts and crafts with which he is familiar, and he can control or influence all forms of travel and commerce. He can also turn day to night or vice versa at will. Beyond these pursuits, however, Lugh is a formidable warrior, armed with a great spear and a sling.
Role-playing Notes:  A wanderer of the lands of his worshippers, consorting with the various goddesses of the lands that he meets, Lugh is a self-confident god, eager to keep his hand in mundane affairs. He keeps an eye out for fair play in human matters, stepping in with his avatar to affect the outcome of endeavors within his own expertise.
Statistics:  AL cn; WAL any neutral; AoC arts, crafts, travel, commerce, war, horsemanship; SY eight-pointed star.

Lugh's Avatar (warrior 15, wizard 12)
Lugh's avatar is a young, beardless warrior with spear, sling, and purse. He will have with him a cock, goat, or a tortoise. He may also appear with a beard, or as a shoemaker and can call upon any school of magic for his spells.

Str 18/00     Dex 18     Con 17
Int 18     Wis 18     Cha 15
MV 18     SZ 6'     MR 50%
AC 0     HD 20     HP 190
#AT 2     THAC0 3     Dmg 1d4 (sling) +6

Special Att/Def:  In a desperate situation, Lugh's avatar may increase his sling's number of attacks to 5 per round and automatically hit with each one. He may do this for one round in any given encounter.

Duties of the Priesthood
Priests of Lugh must be highly skilled in the arts, and they must be well-traveled. They must also erect mounds to or hold their ceremonies atop low hills or other summits.
Requirements:  AB standard; AL any neutral; WP sling, mace; AR a; SP all, animal astral, charm, combat, creation, divination, guardian, healing, protection, summoning, sun, weather; PW 1) create darkness or light in a 100' radius once per day; 3) travel at thrice normal speed for 4 hours per day; 9) enchant an item once per week; TU nil.


Oghma (intermediate god)
Oghma, whose epithet, Grianainech, means "of the sun-like countenance," is the god of eloquence and language. His speeches and words carry great weight with his listeners, and he is often depicted as having gold chains between his tongue and the ears of his listeners; Celts have great respect for the powers of persuasive speech that Oghma personifies. He has the power to communicate his ideas accurately and quickly, swaying any number who hear him to his cause. Oghma invented the beautiful Oghma script which can be easily carved into stone or wood, especially at places devoted to his worship. Oghma is also known to be a champion, both as a warrior and as a patron of ideas.
Role-playing Notes:  Oghma enjoys visiting and speaking to his flock in the form of his avatar. He strengthens their collective resolve to worship him, and teaches his priests the arts of his lettering and persuasiveness. Oghma seeks justice and will occasionally go out of his way to see that it is done. He will champion small causes at times, even those that affect but one village with only a few worshippers, if an injustice is brought to his attention.
Statistics: AL ng; WAL any good; AoC speech, writing; SY Celtic chalice.

Oghma's Avatar (bard 12, warrior 10)
Oghma's avatar is an old man, his grey hair is all but gone and he has dark, wrinkled skin. He carries a bow and club, and wears a lion's skin. His spells can come from any school of magic.

Str 18/50     Dex 17     Con 17
Int 18     Wis 18     Cha 17
MV 12     SZ 6'     MR 30%
AC 2     HD 15     HP 110
#AT 1     THAC0 5     Dmg 1d6 (club) +3

Special Att/Def:  Oghma's avatar can charm anyone who can hear him. Victims must save versus spells or be charmed, and Oghma's avatar may continue to speak every round until silenced, subdued, or killed.

Duties of the Priesthood
Priests of Oghma are expected to hold their congregations in line with the persuasive powers of their order. Oghma does not tolerate losing worshippers to other gods in the pantheon, and deals out strict punishment to those priests who let their flocks wander.
Requirements:  AB standard; AL any good; WP club, bow; AR a; SP all; animal; charm; combat; creation; divination; elemental; guardian; healing; plant; protection; summoning; sun; PW 1) friends once per day; 3) charm person once per day; 8) mass charm once per day; TU nil.


Goibhniu (intermediate god)
The smith held a special fascination for the Celtic peoples. Smiths were thought to have magical powers of charm and healing, bestowed upon them by the god of the smiths, Goibhniu. Goibhniu is actually one of a triad of gods; Luchta the wright and Creidhne the worker in metal are also important craftsmen gods. Together they fashioned weapons for Lugh at the battle of Magh Tuiredh, each doing his part to create sound, sure weapons. Reputedly, weapons forged by the great Goibhniu will never miss their mark, and those stuck by them will certainly be slain. In the great Feast of Goibhniu, the god serves a variety of foods and drinks which can soothe, heal, and even make immortal their consumers.
Role-playing Notes:  Though his size and appearance may at first be threatening, Goibhniu is a generally warm and friendly fellow. He is especially fond of sharing stories of battle and fine armaments. He often makes food and drinks for those he befriends, sharing with them a small feast - the wines and dishes of which will be of a magical nature and will both prolong life and heal damage. However, when made angry, Goibhniu sends forth his avatar and will show no pity, slaying mortals who have crossed him without so much as a second thought.
Statistics: AL ng; WAL any neutral; AoC manufacture of weapons and armor, healing; SY anvil.

Goibhniu's Avatar (fighter 18, priest 15)
Goibhniu's avatar is a brawny smith, muscled and blackened by hard work at the forge.

Str 18/00     Dex 15     Con 18
Int 15     Wis 15     Cha 10
MV 12     SZ 6'5"     MR 30%
AC 0     HD 18     HP 180
#AT 5/2     THAC0 3     Dmg 1d4 +6 (warhammer) +6

Special Att/Def: Despite his THAC0 of 3, Goibhniu's avatar never misses his targets. He uses either his warhammer +5 or his spear +5, depending on the situation. Once per turn, he may automatically slay any living creature that he hits with either of these weapons, no saving throw allowed.

Duties of the Priesthood
Priests of Goibhniu are expected to watch over and protect both smiths and warriors alike. They are required to take the blacksmith non-weapon proficiency and can serve as court armorers or smiths. They are also expected to oversee the feeding and healing of the faithful, especially warriors wounded in battle.
Requirements:  AB standard, but Str of at least 15; AL any neutral; WP any metal; AR a; SP all, astral, charm, combat, creation, elemental, guardian, healing, protection, sun, weather; PW 1) heroes' feast once per week; 10) craft weapons, shields, or suits of armor with a +2 enchantment (requires one month each); TU nil.


Daghdha (greater god)
Daghdha enjoys a position of leadership among the loose confederation of Celtic gods, a god of druids. His powers widely varied, but he is credited with control over the weather and crops. His great cauldron is a bottomless receptacle with food and drink and the abundance of the Celtic other-world from which he comes - there is virtually nothing he cannot pull from his cauldron. Daghdha is the custodian the gods and all Celtic people, using his charms and powers to protect and aid them whenever he can. As a warrior he is a great leader and scout, as a father figure he is both stern and fun-loving; Daghdha enjoys being a comical figure of great power.
Role-playing Notes:  Daghdha is a happy go lucky sort who is only interested in the general welfare of his Celtic worshippers. He will often send his avatar to appear at the scene of an impending battle and use his charms to sway crucial male figures on the other side. He also sends him during times of pestilence or crop failure to set things right. He will tempt to resort to comic trickery to get his own way.
Statistics: AL cg; WAL any good; AoC crops, weather; Celtic shield.

Daghdha's Avatar (fighter 15, hard 10)
Daghdha's avatar appears as a tall man who is dressed comically, with a very short tunic and uncouth behavior.

Str 18/76     Dex 18     Con 17
Int 18     Wis 18     Cha 15
MV 15     SZ 6'     MR 80%
AC 2     HD 15     HP 150
#AT 5/2     THAC0 6     Dmg 1d6 (club) +10

Special Att/Def:  Daghdha's avatar wields a club a highly magical nature. If he so chooses, any blow from its heavy end will automatically slay a living being (no save throw). However, if he turns the club and touches a dead being, it will regain life (as raise dead spell). Also, Daghdha's avatar has the ability to charm any woman, mortal or otherwise, and bend her to his will.

Duties of the Priesthood
Priests of Daghdha must be druids. They are expected to dress in an unorthodox manner in order to draw attention to themselves. Daghdha's druids are chiefly responsible for the creation of great standing stones with which they can keep track of the seasons and through which they can exercise their magical powers. His druids generally keep to themselves, gathering only to perform important ceremonies.
Requirements:  AB as druid; AL as druid; WP as druid AR as druid; SP as druid; PW as druid, but also 1) can accurately predict weather one full week in advance; 8) heroes' feast once per day; TU nil.


Manannan mac Lir (intermediate god)
The Celtic god of the sea is a knowledgeable custodian of the oceans. Manannan mac Lir rides over the waves on his chariot, pulled by various creatures of the sea, admiring its beauty and governing its bountiful operation. To Manannan mac Lir, the oceans are a vast plain, the various fishes either cattle or sheep - in his other-world reality, he lives upon the "land" while others must use boats to visit it. He generally wears armor made of metal and sea shells and carries a giant sword, riding his chariot upon the waves.
Role-playing Notes:  Manannan mac Lir's sends his avatars to roam the oceans on their chariots. He has great respect for those mortals who can master the seas, but has no pity for those who fail and drown within them.
Statistics: AL in; WAL any neutral; AoC oceans and the creatures in them; SY a fish.

Manannan mac Lir's Avatar (fighter 17)
Manannan mac Lir's avatar is a gigantic man in shell armor.

Str 25     Dex 20     Con 25
Int 18     Wis 18     Cha 18
MV 15, Sw 21     SZ 7'     MR 40%
AC 0     HD 17     HP 170
#AT 5/2     THAC0 4     Dmg ld8 (bastard sword) +14

Special Att/Def:  Manannan mac Lir's avatar wields a sword called Retaliator, that will automatically slay his worst enemies, the fire giants, when he hits them with it (no saving throw). He can also call upon up to 100 HD worth of undersea creatures to fight with him. The creatures must be able to get to the scene of the battle under their own power, but once there will follow his commands to the letter.

Duties of the Priesthood
Priests of Manannan mac Lir can be either druids (as per the Player's Handbook) or priests (as described below). They are required to base themselves in coastal villages or regions, but can travel inland on business that might affect the seas. Manannan mac Lir's priests are encouraged to protect the sea and its creatures.
Requirements:  AB standard; AL any good; WP mace or trident; AR a; SP all, animal, astral, combat, divination, elemental, guardian, healing, plant, summoning, weather; PW 1) create salt water (as the create water spell); 5) breathe water 1 hour per level per day; TU nil.


Arawn (intermediate god)
As god of death and the underworld, Arawn rarely has reason to venture into the world of the living. His home is an island so far out at sea that no one, not even Manannan mac Lir, can find it while living, for only the dead can travel there. In fact, Arawn generally only sends an avatar to the world of the living after someone has been resurrected that Arawn would rather keep. Many other Celtic gods will endorse resurrections, but none can guarantee that Arawn will leave the matter at that. Arawn has absolute power over life and death among the Celts.
Role-playing Notes:  On resurrecting any individual, there is a 2% chance per level of that individual that Arawn will intervene. He will either send his avatar to reclaim the body or (25% chance) he will attempt to bargain. He will offer some other similar character from the legions of the dead provided he can keep the original character. Refusal of his offer will be met with force.
Statistics:  AL ne; WAL any evil; AoC life and death; SY warrior's skull.

Arawn's Avatar (priest 18, wizard 12)
Arawn's avatar appears as a normal man in black robes. His features are very dark and deep set.

Str 17     Dex 15     Con 18
Int 15     Wis 18     Cha 12
MV 12     SZ 6'     MR 50%
AC 0     HD 18     HP 144
#AT 1     THAC0 10     Dmg 1d6 (club) +1

Special Att/Def:  Arawn's avatar has 50% magical resistance normally, but this is increased to 100 % for any magical or clerical spells that would otherwise inflict damage on his avatar's body. Anyone hitting Arawn's avatar with a magical weapon must instantly save versus spells or die.

Duties of the Priesthood
Priests of Arawn officiate at one and only one religious function - burial. Celtic burials involve simple graves for most, complex graves including chariot and trophies for warriors and chieftains. Priests of Arawn do not officiate at sacrifices to other gods, but are generally on hand for ceremonies of their own immediately following such events.
Requirements:  AB standard; AL any evil; AR a; WP club or scythe; SP all, astral, creation, divination, guardian, necromantic, summoning; PW 1) speak with dead; 10) animate dead once per hour; TU command.


Morrigan (intermediate god)
Morrigan is the Celtic goddess of war. She is a fearsome warrior, causing great fear in her opponents, driving home her own battles with a spear in either hand. She is terribly ugly, laughs a maniacal laugh, and has dreadful manners. She expects all Celts and especially her followers to fight constantly, encouraging petty wars where there otherwise would be none. She can shape change to fool her opponents, and often calls upon four minor goddesses of war to fight by her side. At one time, Morrigan tried to seduce the hero Cu Chulainn, but on failure she turned against him and nearly killed him.
Role-playing Notes: Morrigan is bent on warfare every turn. She will readily pick fights, preferring to get mortals to fight each other by whatever means. She will use many forms to trick otherwise peaceful parties into conflict. Morrigan often observes battles and will not tolerate fear among her followers - she will strike dead any follower that turns and flees from a battle she is watching.
Statistics: AL ce; WAL any evil; AoC battle and war; Celtic sword hilt.

Morrigan's Avatar (fighter 20)
Morrigan's avatar can appear in many forms, most commonly a hag, but sometimes as a crow or beautiful young woman.

Str 18/76     Dex 18     Con 18
Int 15     Wis 12     Cha 5
MV 15+     SZ 6'     MR 80%
AC -2     HD 20     HP 200
#AT 5/2     THAC0 1     Dmg 1d6 (spear) +4

Special Att/Def: Morrigan's avatar can cause fear every round she is in combat in every enemy she can see. In a chase she can adjust her speed to any amount to keep doggedly pursuing a victim until it runs out of energy. Morrigan can become invisible at will and fight freely while in a state.

Duties of the Priesthood
Priests of Morrigan have to band into battle groups or attach themselves to groups of warriors at all times. It is rare that Morrigan will allow one of her clerics to travel independently, unless they are in search of greater, more intense combat situations. Morrigan's priests have no power to heal, since it is her will that those who fall in battle should die.
Requirements:  AB standard; AL any evil; WP any; a; SP all, astral, combat, elemental, guardian, protect PW 1) Morrigan will heal 5 hit points per level over night for her priests who have killed anything the day before; TU turn.


Diancecht (intermediate god)
As the Celtic god of healing, Diancecht cares for the sick and wounded without regard to their worship. He is so insanely jealous of his abilities that he slew his own son who might have become a better healer than his father. Diancecht has healed the other gods, as well, fashioning at one time a silver arm to replace one lost, and using a cat's eye to replace a lost eye. He has a magical bath that can instantly and completely heal any mortal or god. Diancecht often uses his powers to enforce his notion that any wound is the responsibility of the inflictor to heal, or at least pay for. In combat, Diancecht will heal himself, friends, and enemies alike, for he is unable to control his penchant for medicine.
Role-playing Notes:  Diancecht is obsessed with healing, both among the gods and among mortals. His avatar is forever wandering the world of men searching for those who need his skills. Whenever confronted, Diancecht will seldom involve himself in a situation that does not require him to heal.
Statistics: AL lg; WAL any good; AoC medicine and healing; SY a leaf.

Diancecht's Avatar (priest 18, fighter 12)
Diancecht's avatar appears as a young man in simple clothing, bearing a bag filled with herbs and medicines.

Str 18     Dex 15     Con 12
Int 18     Wis 18     Cha 17
MV 12     SZ 6'     MR 25%
AC 4     HD 18     HP 144
#AT 1     THAC0 10     Dmg 1d4 (dagger) +4

Special Att/Def:  Diancecht's avatar never gets involved in large battles. When in combat, he is immune to any hit that does less than one-fourth of his basic hit points (36) in a single strike - other blows simply deflect off of him. At will, he can heal any individual he can see.

Duties of the Priesthood
Priests of Diancecht may be either clerics or druids. Like their deity, they are sworn to seek out those who need to be healed and perform their work. However, living in the imperfect world, his priests cannot pick and choose patients, so often follow marauders or other war bands to exercise their talents.
Requirements:  AB standard; AL any good; WP mace; AR a; SP all, animal, creation, divination, healing, plant, protection; PW 1) all spells from the healing sphere are cast as if they were 1 level lower than normal. For example, cure serious wounds becomes a 3rd level spell and cure critical wounds becomes a 4th level spell; TU nil.


Math Mathonwy (intermediate god)
Math Mathonwy is the Celtic god of sorcery. He carries a mighty magical staff and wears a torc given to him by the other gods. As master of his household, Math insists that his feet rest in the lap of a maiden whenever possible. He does not tolerate mistreatment of his maiden foot warmers, nor does he abide treachery on their part, and has vented his wrath upon many who have violated his trust. He saves his magic mainly for his own purposes, keeping his family in check, and seldom casts spells for the good of his followers or priests.
Role-playing Notes: Math Mathonwy seldom sends his avatar into the world of men without some mission. It is rare that his avatar will become embroiled in the affairs of humans unless there is some magical experimentation involved. Math Mathonwy is always in search of new magics and humans knowing this can trick his avatar into action, but they might suffer his wrath at a later time.
Statistics: AL ne; WAL any neutral; AoC magic; SY the staff.

Math Mathonwy's Avatar (wizard 20)
Math Mathonwy's avatar appears as an elderly man in heavy tunic and robes.

Str 12     Dex 15     Con 15
Int 18     Wis 17     Cha 12
MV 15     SZ 6'     MR 40%
AC 4     HD 20     HP 80
#AT 1     THAC0 14     Dmg 1d4 (dagger)

Special Att/Def:  Math Mathonwy's avatar will avoid combat whenever possible. If cornered, he will use his magical staff to attack; when it hits, it turns his opponent into a pool of water, permanently (although a save versus wands is allowed to avoid this transformation). Math Mathonwy also uses his magical powers to polymorph his enemies into animals, often leaving them as such for years at a time as punishment for some wrong they did to him or his family.

Duties of the Priesthood
Priests of Math Mathonwy may be either clerics or druids. At higher levels, they also have many standard magical abilities which make them very powerful evokers of magical force. His priests often take part in group rituals to stir up magic involved in other ceremonies. However, all priests must perform an entire month of prayer in solitude every year - those who did not achieve enough experience to gain a level in that year must start over at first level after the month is through.
Requirements:  AB standard, but Int must be 15; AL any neutral; WP dagger; AR g; SP all, animal, astral, charm, combat, creation, divination, elemental, guardian, healing, necromantic, plant, protection, summoning, sun, weather; PW 6) cast wizard spells as if they were five levels lower in experience; TU nil


Belenus (intermediate god)
Belenus is a god of the sun and of fire, a patron of the druids. He has the ability to control the heat and light from fires and from the sun, bringing them into focus to destroy or blocking them off to freeze when he wishes. In May, the Celts drive cattle through special Beltain fires while Belenus watches with favor and raises the overall quality of the livestock. Belenus encourages the construction of standing stones to measure the progress of his sun and sacred groves where his druids may meet and build great bonfires to him.
Role-playing Notes:  Belenus sends his avatar to the world of men frequently to visit with chieftains and court the ladies of the Celts. He can look unfavorably upon a particular village and cause the sun to stand still or never come up for some period of time. With such powers, he can easily bring otherwise powerful chieftains in line with his thinking.
Statistics: AL ng; WAL any good; AoC sun, heat, light; SY solar disc and standing stones.

Belenus' Avatar (fighter 15, bard 10)
Belenus' avatar appears as a strong young man with curled black hair and a terrific shining torc around his neck.

Str 18     Dex 17     Con 15
Int 15     Wis 15     Cha 18
MV 15     SZ 6'     MR 30%
AC 0     HD 15     HP 150
#AT 5/2     THAC0 6     Dmg ld8 (longsword) +2

Special Att/Def:  Belenus' avatar can blind any living creature within sight by making his magical torc shine with the brightness of the sun. He can also focus that light for one round, inflicting 3d10 damage provided he hits his mark. His longsword can be made to flame once per turn, doing an additional 2d10 to creatures affected by fire.

Duties of the Priesthood
Priests of Belenus must be druids. At least once in their lives they are required to take part in the construction of a stone structure in honor of their god and his sun. This usually takes at least a year. Meetings with other druids must take place in designated groves around enormous fires. Wandering druids must tend to forest fires, taking care that they occur in sufficient quantity to renew portions of the woods, but not too frequently that they devastate it.
Requirements:  AB as druid; AL as druid; WP as druid; AR as druid; SP as druid; PW 1) continual light on command; 10) enchant stones (as described earlier); TU turn.


Brigantia (intermediate god)
Brigantia is the Celtic goddess of the rivers and rural life. She was raised on the milk creature of the other-world, a white, red-eared cow. She is worshipped by the Celtic queen Cartimandua (women in positions of power are not at all uncommon among the Celts) and by the pastoral villages and towns. She is the protector of flocks of geese and herds of cattle, seeing they flourish to help feed her hungry worshippers. Her dominion over the rivers allows her to use their waters for therapeutic purposes. She often wears a crown and is depicted in Celtic art sitting atop a globe. She is also sometimes outfitted for war, wearing a breast plate and carrying a spear.
Role-playing Notes:  Brigantia is of a relaxed, peaceful nature. She rejoices in the slower, quieter ways of the country folk, and never ventures into large towns or cities, Her tending of animals is compulsive, and she will often keep that task even when other pressing matters are brought to her attention.
Statistics: AL ng; WAL any neutral; AoC rivers and livestock; SY a footbridge.

Brigantia's Avatar (priest 18)
Brigantia's avatar appears as a beautiful young woman, (either tending animals or armed and dressed as the goddess herself).

Str 15     Dex 15     Con 12
Int 18     Wis 18     Cha 19
MV 15, Sw 21     SZ 5'     MR 30%
AC 2     HD 18     HP 144
#AT 1     THAC0 10     Dmg 1d6 (spear)

Special Att/Def:  When near a stream, Brigantia's avatar can call upon the waters of any river or stream to flood any area up to 20 feet beyond its banks, sweeping her enemies away. She can also call upon nearby herd animals to swarm an enemy, slowing it so that she might escape or distracting them so that she can attack.

Duties of the Priesthood
Priests of Brigantia are charged with spreading her bounty across the land, and so are often seen carrying two clay jars. The first contains water from a Brigantian river or stream which the priests can pour into other streams to cleanse them. The second jar contains dung from her pastoral lands which, when distributed, brings her blessings upon fields and villages. The priests can also apply their water and dung to heal the sick or injured.
Requirements:  AB standard; AL neutral good; mace; AR a; SP all, animal, charm, creation, divination, mental, healing, plant, protection, weather; PW 1) heal 1 point of damage per level per day with water and dung; 5) cure light wounds once per day if at a stream blessed by Brigantia, 10) animal growth once per day; TU nil.




Celtic Heroes
Cu Chulainn
Cu Chulainn is the greatest hero of the Celts, a fine warrior who has dealt with mortals and immortals on their own terms. Originally named Sedanta, the young man is reputed to have traveled to the land of Emhain Mhacha and defeated (single-handedly) 150 other youths. When he approached the lands of the great smith Culann, he encountered and defeated the smith's huge guard dog with his bare hands. Enraged, Culann forced Sedanta to guard his lands in the dog's place, and thus Sedanta became known as Cu Chulainn, or "dog of Culann:
Cu Chulainn underwent a series of initiations into heroic stature. He was forced to fight many other heroes and creatures, put through exotic rituals throughout Celtic lands, and finally learned strategies and magical tactics that have rendered him all but invincible.
Role-playing Notes:  Cu Chulainn is known throughout the lands of the Celts, by mortals and gods alike. He never travels in disguise, so cannot help but be noticed. Cu Chulainn has a particular hatred of giants and will seek them out to destroy them whenever possible. He travels the Celtic lands to stamp out injustice and has a reputation for appearing just in the nick of time.

(warrior 20)
Str 18/00     Dex 17     Con 18
Int 17     Wis 15     Cha 17
AC -2     MR 10%     MV 15
HP 200     AL cg     THAC0 1
#AT 5/2     Dmg 1d6 +4 (spear) +6

Special Att/Def:  Cu Chulainn's spear is called Gae Bolg, and is made from the bones of a sea dragon. He is the only mortal who can heft it, and while he has it in his hands he cannot be surprised. The weapon is a spear +4. In battle, Cu Chulainn glows with a brilliant light and those attempting to fight him cannot look directly at this brilliance and suffer a -4 penalty to their attack rolls. When fighting giants, Cu Chulainn gains an additional +4 to all attack and damage rolls against them.


The Wild Hunt
Despite its evil connotations, the Wild Hunt is a manifestation of good life force on the Prime Material Plane. It appears in Celtic lands whenever there is a great force of evil in the area. The source of the evil could be many different things, from an evil wizard or priest moving through the area to an invading evil army. Wherever the druids are and wherever they have built standing stones that the Wild Hunt can use as beacons, the pack and its master are forever on guard against encroaching evil. The Wild Hunt appears in the world of men as a huge pack of magical dogs led by a great man. The man has dark skin and can either be on foot or at the reins of a two-horse chariot. He carries an enormous spear and wears a metal and leather helmet with antlers. The dogs of the pack are huge beasts that can, at one instant appear as normal (albeit huge) canines and then transform into ferocious, magical animals with green flame coming from their mouth and eyes. When the Wild Hunt approaches, the weather turns for the worse - the winds howl and thunder booms from the heavens. The Wild Hunt fights evil with evil's weapons, namely fear and ferocity.
Celts or other good beings who encounter the Hunt on the move may be swept up by it. All Celts or characters of good alignment who see the Hunt must make a save versus spells or become part of the Wild Hunt and its mission, accepting the Master as their leader. Persons so caught up might have to act against their own alignment at the behest of the Master, fighting against those they might otherwise ignore, etc. As it tears across the countryside, the pack will raise a terrifying ruckus, attracting followers and warning evil of its approach.
On any given night there will be only one Wild Hunt, provided there is sufficient evil to warrant it. Once the pack has caught up with the source of evil, it will attack. The pack and the master will fight to the death against the evil. If they are slain, they will appear fresh for a new hunt the following night. If they do not destroy the evil they pursue, the Wild Hunt will return until their prey is driven from Celtic lands or slain.
The Wild Hunt has been known to fight against demigods and heroes who have manifested evil among the Celts. Sometimes destroyed themselves, they have always returned to renew the battle. The forces that seek out evil to destroy it are eternal, and the Wild Hunt can never be completely annihilated.

The Master of the Hunt
The Master appears as a dark skinned man wearing an antlered black helmet.

Role-playing Notes:  The master does not speak or communicate with anyone. He merely leads his pack of hounds and other followers toward sources of evil and attacks. His tactics are generally limited to an immediate frontal assault since he cannot die, his need for cunning is limited.

Str 18/00     Dex 18     Con 18
Int 17     Wis 17     Cha 9
MV 18     SZ 6'     MR 25%
AC 0     HD 20     HP 200
#AT 3     THAC0 1     Dmg 1d6 +3 (spear) +6

Special Att/Def:  The Master of the Hunt generally does not engage in combat until most of his pack of hounds have been slain. He will then attack with his spear +3. The Master can also ride his chariot over victims, doing 3d10 points of damage to any who fall beneath its wheels.

The Pack of the Wild Hunt
The individual hounds of the Wild Hunt are beasts. There are 20 dogs in the pack.

AC 2     HD 5     SZ 3'
MR 15%     THAC0 14     HP 30
MV 21     #AT 1     Dmg 2d4

Special Att/Def:  The pack can cause fear in any mortal being that it is pursuing. Each hound has the equivalent protection from evil spell upon it at all times. The pack also can swarm its enemies without regard to the actual space available, so all 20 dogs can attack an enemy each round. Finally, once per turn each dog can use its green flame tongue to add an additional 5 points of damage to any attack that hits.