There doesn’t seem to be a clear, copyable text of the The Wolf Woman by Grace Morgan anywhere easily accessible, so here’s a link to a scan of the issue of Weird Tales magazine where it appeared. “Bassett” was her pen name, because, like many authors in her period, she hid her gender to make publishing easier. Please be aware that it contains period racism.
The monsters are a sort of ice-based vampire, her dire wolves, and a revenant mammoth. In a change from my usual policy of promising the stats at some future date, here they are now:
Ice Huntress
Faerie Might: 10+10 (Corpus)
Characteristics: Int –2, Per 0, Pre +5, Com 0, Str +3, Sta +2, Dex +1, Qik +3
Size: 0
Virtues and Flaws: Immunity to Cold, Negative Reaction; Faerie Speech*, Feast of the Dead, Humanoid Faerie, Increased Faerie Might x2, Greater Power, Lesser Powers; Incognizant, Traditional Ward** (religious symbols), Time of Power (+10 Might at night).
* Note this vampire has a low intelligence and is unlikely to engage in conversation.
** In these statistics her odd placement, frozen in a circle of her wolves, and her destruction by breaking a simulacrum, have been treated as magical effects practiced by ancient and modern shamans. Entrapment in ice and symbolic destruction might be added as Sovereign Wards.
Personality Traits: Hungry +3
Combat:
Teeth: Init +3, Attack +8 Defense +10, Damage +4. Note that she is willing to consume those who have died due to exposure, or have been torn apart by her wolves, so direct combat is rarely necessary, however enjoyable.
Soak: +2
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)
Pretenses: Animal Handling 9 (commanding wolves], Area Lore 3 (prey), Athletics 5 (flight), Brawl 5 (teeth), Charm 3 (heterosexual men), Stealth 5 (icy wilderness)
Powers:
Allure: ReMe 10, 1 point, Init –3, Mentem. R: Touch, D: Sun, T: Ind
This power causes the faerie to seem more attractive and pleasant than it really is, granting a +3 bonus on all rolls that involve impressing or convincing others.
Flight: ReCo 15, 2 points, constant, Corpus. R: Per, D: Sun, T: Ind
The vampire is capable of flight. Generally she swiftly floats across the surface of the ground, like a dancer. She may use the Athletics skill to simulate difficult maneuvers but may not engage in combat while flying incredibly swiftly. The faerie may not fly when heavily encumbered, or with a passenger of its Size or more.
(Base 4, +2 Sun, +1 constant. This base is deliberately lower than Hermetic magic might suggest.)
Sap the Life: PeCo 15, 3 points, Init Qik – 3, Corpus. R: Touch, D: Mom, T: Ind
Note that this particular ice vampire is driven by hunger and is not particularly intelligent, so it rarely uses the following power. This power causes the target to weaken and lose the vitality that sustains life. This is treated as a disease that initially inflicts a Light Wound; in addition, the victim loses two Fatigue levels which cannot be regained until the disease has abated. Every week, the afflicted character can make a Disease Recovery Roll; he must beat an Ease Factor of 12 to remain stable, and a 18 to improve. If you are using the disease rules of Art & Academe, this is a Serious disease of Severity 15. Either Faerie Lore or Medicine may be used to treat the effects.
Steal Judgement, ReMe15, 2 points, Init –4, Mentem. R: Eye, D: Sun, T: Ind
Makes the target believe almost any lie that the faerie tells, by diminishing his capacity for doubt. An Intelligence roll against an Ease Factor of 6 is permitted to resist, with easier rolls for truly incredible lies. This faerie is non-vocal, so it is used to boost her coquettish behavior with her victims.
Vis: 2 pawns of Auram, body
Appearance: A naked woman. She is described as blonde and pale skinned, which is ethnologically unlikely in her area.
Source: These statistics are loosely based on those for Human-like Vampires in Against the Dark (page 118).
Albino Wolves
Faerie Might: 10 (Animal)
Characteristics: Cun +2, Per 0, Pre –2, Com 0, Str +0, Sta +3, Dex +2, Qik +0
Size: +1
Virtues and Flaws: Immunity to Cold, Improved Characteristics (x2), Large [x2], Faerie Sight, Ferocity (when hungry) Sharp Ears, Traditional ward (Christian imagery)
Personality Traits: Obedient to the Ice Vampire +3, Hungry +1
Combat:
Teeth*: Init 0, Attack +9, Defense +9, Damage +5
* This pack fights as a trained group.
Soak: +7
Wound Penalties: –1 (1-6), –3 (7-12), –5 (13–18), Incapacitated (19–24), Dead (25+)
Pretenses: Athletics 5 (distance running), Awareness 3 (smell), Brawl 5 (teeth), Hunt 4 (track by smell), Survival 3 (winter)
Powers:
These wolves do not seem to have an supernatural powers, beyond their undead state.
Vis: 2 pawns Animal, eyes
Appearance: Seven albino wolves, each eleven feet long.
Source: These are a shrunk down version of the Valkyrie’s mount from Realms of Power: Faerie, page 80.
Revenant Mammoth
Faerie Might: 10 (Animal)
Characteristics: Cun -1, Per -1, Pre +1, Com –4, Str +13, Sta +3, Dex 0, Qik –5
Size: +6
Virtues and Flaws: Immunity to Cold, Improved Characteristics, Ferocity [humans), Traditional ward (Christian imagery*), Tough; Qualities: Aggressive, Amphibious, Crafty, Defensive Fighter, Extra Natural Weapons, Grapple, Imposing Appearance x2, Sharp Ears, Thick Skin, Tough Hide, Trunk, Overrun.
* Tramples a line of crosses one night, then is unable to repeat this when under the ice huntresses’s control.
New Qualities:
Trunk – The elephant’s trunk can be used to manipulate objects like a human hand, although tasks requiring two hands suffer a –3 penalty.
Overrun – This effect only applies if the creature has charged into combat, exerting itself into this attack. If the attack is successful, the opponent must make a Dexterity + Athletics stress roll against an Ease Factor equal to (Damage Total (before soak) + elephant’s Size – opponent’s Size). If the roll fails, the opponent lands on the ground a number of feet away equal to the elephant’s Size, taking falling damage in the process. He must spend his next action regaining his feet, although the creature normally follows up with a trample. Prone characters cannot parry, but must use Brawl to defend themselves.
Personality Traits: Obedient to the ice vampire +1
Combat:
Tusks (complete): Init –4, Attack +13, Defense +6, Damage +16
Tusks (trimmed): Init –3, Attack -2 Defense +6, Damage +5*
Stomp: Init –6, Attack+10, Defense +2, Damage +16
Trunk (grapple): Init –5, Attack +6, Defense +2, Damage n/a
*When I first read this story I thought this mammoth was the same one that has had its tusks sawn off by the ivory carver. I’m no longer sure that’s the case so there are two sets of tusk statistics given.
The creature’s tusks have been removed by an ivory harvester, but it is initially not aware of this and makes relatively ineffective attacks with the remaining nubs.
Soak: +12
Fatigue Levels: OK, 0/0, –1, –3/-3, –5, Unconscious
Wound Penalties: –1 (1–11), –3 (12–22), –5 (23–33), Incapacitated (34–44), Dead (45+)
Pretenses: Athletics 3 (running), Awareness 3 (humans), Brawl 5 (tusks), Survival 3 (tundra), Swim 4 (rivers).
Powers:
Has the powers of its undead state, but no additional powers.
Vis: 2 pawns Animal, eyes
Appearance: A huge, shaggy elephant with its tusks sawn off.
Source: Elephant from Itzhak Even’s Animals of Mythic Europe (https://drive.google.com/file/d/17dYx3Vw-OR7C0oan34gvyiUkgp_hxnOc/view) which is a reiteration of Lands of the Nile page 20.