Also known as: Dirae, Erinys, Avenger, Blood-Hound of the Underworld, The Lash-Mother
Encounter Anecdote
We didn’t summon anything—we just arrested the wrong man. By midnight the precinct lights were popping one by one, like something walking down the hall. The cameras showed a woman with wings made of smoke and a torch that burned green. Every officer who’d signed the report started screaming at the same time.
Taxonomies
Threat Level: Severe
Biome: Underworld Gates, Battlefields, Courts of Law, Murder Sites, Haunted Cities
Intelligence Level: Intelligent
Power Category: Supernatural
Origin: Divine/Chthonic Spirit
Physical Form: Winged Humanoid (Serpentine Traits)
Behavioral Disposition: Relentless, Punitive, Vengeful
Environmental Interaction: Fear Aura, Curse Marking, Fire/Shadow Manifestation
Social Structure: Triad/Small Sisterhood
Narrative Role: Nemesis, Divine Punisher, Catastrophic Hunter, Moral Consequence
Physical Description
A Fury appears as a tall, gaunt woman with soot-dark wings and skin like aged marble veined with black. Snakes coil through her hair and around her arms like living cords. Her eyes burn ember-red, and she carries a scourge, torch, or hooked blade that leaves trails of ash in the air. The ground frosts or smolders where she walks, and the smell of iron and smoke follows her like perfume.
Overview
In Roman tradition—often called the Dirae or identified with the Greek Erinyes—Furies are agents of divine justice who punish oath-breakers, murderers, and the unrepentant wicked. They are not random monsters; they are consequences given form. Once a Fury marks a target, it does not stop. It does not bargain. It does not tire.
A Fury hunts psychologically as much as physically. It stalks dreams, whispers accusations, turns allies suspicious, and drives prey into guilt-ridden panic before striking. Direct confrontation is brutal: supernatural speed, terror-inducing presence, and weapons that burn both flesh and conscience. In low-magic or modern settings, a Fury’s powers may manifest as mass hysteria, electrical failures, or a cascade of “coincidental” disasters focused on the guilty.
Encounter Frequency and Usage
Rare, but inevitable when certain crimes or broken vows occur.
Use a Fury as a campaign-level threat or ultimate antagonist rather than a random encounter. It is perfect for stories of guilt, justice, or unintended consequences. In Altered Dimensions, Compendium Agents may be tasked not with defeating one, but containing collateral damage—or determining whether the Fury’s target truly deserves what’s coming. Sometimes the hardest mission is deciding whether to interfere at all.
OpenD6 Stat Block
Attributes:
Strength: 5D
Dexterity: 5D
Intelligence: 4D
Perception: 5D
Wits: 4D
Presence: 5D
Skills:
Brawling (scourge) 6D
Intimidation 7D
Investigation 6D
Tracking 6D
Flight 5D
Special Abilities:
Mark the Guilty: Once marked, the target cannot hide for long; Fury gains +2D to track and perceive them.
Terror Aura: Nearby foes test Wits or suffer penalties from fear.
Scourge of Judgment: Supernatural weapon ignores mundane armor and deals +1D fire/necrotic damage.
Dream Haunt: May invade sleep to inflict fatigue or reveal truths.
Relentless: Does not tire; immune to fear and mind control.
Chthonic Resistance: Half damage from non-magical weapons.
Typical Gear: Living scourge/torch (counts as focus for abilities)
Basic Fantasy Stat Block
Armor Class: 18
Hit Dice: 12 (54 hp average)
Move: 40 ft., fly 60 ft.
Attacks: Scourge or blade (2d8)
Special: Fear aura (save or flee); ignores non-magical armor; tracks marked target unerringly; immune to charm/sleep; half damage from mundane weapons; may haunt dreams
Morale: 12
Alignment: Lawful (Divine Justice)
XP Value: 3,000+
Design Note:
The Fury defines the “severe, mythic enforcer” niche—less a monster and more a walking sentence. It escalates stories from survival to judgment, forcing players to confront what their actions cost.

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