TEXT: North of the Hyborian 
  lands lies pale and 
  misty Hyperborea, 
  an unwelcoming 
  wasteland that offers 
  no warmth to visitors, 
  of which there are 
  very few. Unless they 
  happen to arrive in a 
  slave caravan, as did 
  a young Cimmerian 
  once upon a time...
  20
  E
  ven though most sorcerers 
  work alone, many have 
  found the need for mutually 
  supportive communities for darksome 
  training and better understanding 
  of the esoteric tomes they study.  
  Indeed, given the scarcity of truly 
  powerful tomes, it is understandable 
  that the possessors of such tomes 
  would fi nd themselves at the centre 
  of such gatherings, and the truly 
  powerful practitioners of the art fi nd 
  themselves equally sought after by 
  others.  Other societies are formed 
  by those practitioners who, either 
  through obsession or temperament, 
  long to be a leader.  Such is the case 
  with the White Hand of Hyperborea, 
  a sorcerous cult devoted to Louhi, 
  considered to be the avatar of a death 
  goddess.
  The White Hand 
  is a strange cult of 
  wizard-assassins 
  that holds power 
  in Hyperborea 
  through the terror 
  of their horrible 
  arts.  They kill 
  without leaving 
  a mark and fi ght 
  only with their 
  strange, platinum-
  tipped rods.  
  Those who serve 
  in the White Hand 
  undergo strange 
  mortifi cations 
  of body, mind 
  and will.  They 
  are accounted 
  The White Hand 
  of Hyperborea
  the deadliest fi ghters in the world, 
  immune to fear and pain.  In addition 
  to the death goddess, they worship a 
  whole host of devil-gods and avatars.  
  All members of the White Hand are 
  subject to The Rule of the Master (see 
  the Conan RPG for details).
  Even the brooding Cimmerians, 
  amongst their forested ridges and 
  misty hills, know the infamous the 
  White Hand.  The sight of it can set a 
  brave man to trembling.  Members of 
  this order are known as Witchmen or 
  Witchwomen, all of who are virtual 
  devils in human guise, without the 
  taint of compassion or any other 
  constraint that limits other men to 
  sensible or moral behaviour. 
  This organisation is small, though its 
  leader, Louhi, longs for it to reach the 
  size and prestige of the Black Ring of 
  Stygia.  Even so, perhaps because she 
    Vincent Darlage
  Soon the trail of the 
  Hyperborean horses faded out on 
  stony soil.  But there was little 
  chance to lose the trail, for now 
  and again he passed a sign that his 
  son’s abductors had left to guide 
  him; the imprint of a hand, white 
  against rock or soil.  Betimes it was 
  seared into the dry, scrubby grass of 
  a hummock like a pattern of frost left 
  by a blast of preternatural cold.
  Witchcraft!  He growled, deep in his 
  throat, and his napehairs prickled.  His 
  own homeland, Cimmeria, lay to the 
  northwest.  His primitive folk knew of 
  the White Hand, dread symbol of the 
  Witchmen of Hyperborea.  He shivered 
  at the thought that his son was their 
  captive.
  L.Sprague de Camp and Lin Carter, 
  The Witch of the Mists
  The Roleplaying 
  Game
  
  21
  also has the services of the infamous 
  Witchmen of Hyperborea and became 
  an avatar of their horrible god, her 
  magical order has gained the attention 
  of Thoth-Amon of the Black Ring, 
  as well as the Scarlet Circle in far 
  Khitai.
  The 
  Witchmen 
  of 
  Hyperborea
  The Witchmen and Witchwomen 
  of Hyperborea serve the sorcerers 
  and sorceresses of Hyperborea, 
  learning from them, serving them and 
  protecting them.  As with all prestige 
  classes in the Conan RPG, this class 
  is a favoured class for any who meets 
  its requirements.
  Low level Witchmen serve as shock 
  troops and assassins for the Witch 
  Kings and Queens.  Until they reach 
  6th or 7th level, they are required to 
  dress in skin tight black clothing and 
  featureless white ivory masks while 
  in public view.  They are taught to 
  not divulge their emotions, lending 
  them expressionless faces at higher 
  levels, which aids them in Bluff 
  checks.  At ninth level, the character 
  is deemed a Witch King or Witch 
  Queen and usually begins his or her 
  own cabal of Witchmen, although all 
  are still considered part of the White 
  Hand.  Individual avatars may order 
  their Witchmen to display their own 
  symbol on their black uniform.  For 
  example, Vammatar’s Witchmen, 
  in de Camp and Carter’s Legions of 
  the Dead, had a red emblem on their 
  chests.
  Hit Die: d6.
  Requirements
  To qualify to become a Witchman of 
  Hyperborea, a character must fulfi l all 
  of the following criteria.
  Sorcery Styles:  Must know at least 
  two sorcery styles.
  Codes of Honour:  Must not have a 
  code of honour.
  Skills:  Knowledge (arcane) 5 ranks, 
  Perform (ritual) 5 ranks.
  Race:  Must be Hyperborean.
  Religion:  Must be a worshipper of 
  the Death Goddess of Hyperborea in 
  good standing.  
  Corruption: 1 or higher.
  Special:  Must have been a member 
  of the White Hand coven for at least 
  a year.  
  Class Skills
  The Witchman of Hyperborea’s class 
  skills (and the key ability for each 
  skill) are Bluff (Cha), Concentration 
  (Con), Craft (alchemy) (Int), Craft 
  (herbalism) (Int), Diplomacy (Cha), 
  Gather Information (Cha), Hide 
  (Dex), Intimidate (Cha), Knowledge 
  (any) (Int), Move Silently (Dex), 
  Perform (Cha), Sense Motive (Wis), 
  and Sleight of Hand (Dex).  See the 
  Conan RPG for skill descriptions.
  Skill Points At Each Level: 6 + Int 
  modifi er.
  Class Features
  All of the following are class features 
  of the Witchman of Hyperborea 
  prestige class.
  Weapon and Armour Profi ciency:  
  The Witchman of Hyperborea 
  gains no new weapon or armour 
  profi ciencies.  Note that armour check 
  penalties for armour heavier than 
  leather apply to the skills Balance, 
  Climb, Escape Artist, Hide, Jump, 
  Move Silently, Sleight of Hand and 
  Tumble.  
  Advanced Spell: At 3rd level and 
  every level thereafter, the Witchman 
  of Hyperborea improves his 
  knowledge of any one of the sorcery 
  styles he already knows by gaining 
  any one of the advanced spells listed 
  under the style.  The Witchman of 
  Hyperborea is taught this spell by his 
  Witch King or Queen and does not 
  get to choose his own spell.  This is a 
  supernatural ability.
  New Sorcery Style: This new sorcery 
  style may be chosen either from the 
  Conan RPG or from The Scrolls 
  of Skelos, and the Witchman of 
  Hyperborea also gains the basic spell 
  associated with it.  
  Scholar Levels: The Witchman of 
  Hyperborea may add his Witchman of 
  Hyperborea class level to his scholar 
  class level for the following purposes: 
  gaining bonus spells for high 
  Intelligence, determining effective 
  scholar level when casting spells.  
  This is a supernatural ability.  
  Witchman Accoutrements: The 
  Witchman gains a Rod of the 
  Witchman and The Faceless Costume 
  for free.  If the Witchman dies, the 
  Rod and the Costume are removed 
  from the dead body so that others 
  cannot steal them.
  Exotic Weapon Profi ciency: The 
  Witchman of Hyperborea is profi cient 
  with the use of the Rod of the 
  Witchmen (see below).
  Bonus Feats: The Witchmen of 
  Hyperborea gain a bonus feat at 
  1st, 2nd, 3rd, 4th and 5th levels as they 
  develop their fi ghting styles at the 
  expense of magical power.  They 
  may choose from the following feats: 
  Combat Expertise, Improved Disarm, 
  Improved Feint, Striking Cobra, 
  Weapon Finesse.
  Mortifi cation of Body (Ex): The 
  Witchman of Hyperborea gains 
  curiously green eyes and his body 
  is trained not to telegraph coming 
  attacks or movements or to reveal 
  emotion.  The green eyes allow the 
  Witchman to take the Steely Gaze 
  The Witchmen 
  of shadowy 
  Hyperborea were 
  feared far and wide 
  for their uncanny 
  mastery of the 
  black arts…
  L.Sprague de Camp 
  and Lin Carter, 
  Legions of the Dead
  
  22
  feat even if he does not otherwise 
  meet the prerequisites.  The body 
  training gives the Witchman a 
  Bluff bonus equal to his class level.  
  Hyperboreans are naturally thin and 
  gaunt, and this mortifi cation makes 
  them even more so.
  Mortifi cation of Mind (Ex): The 
  Witchmen are trained to obey their 
  leading avatar and to not feel the 
  emotions their faces already refuse to 
  betray.  As cold as the land they live 
  in, they are inscrutable and alien in 
  thought.  This makes them extremely 
  resistant to mental domination from 
  anyone other than their avatar.  The 
  Witchman gains a +2 bonus to 
  Will saves against spells from the 
  Hypnotism and Divination styles.  
  They gain a -2 penalty against any 
  spell of any school cast by their 
  avatar.
  Mortifi cation of Soul (Ex): The 
  Witchman is twisted and vile through 
  his training.  He has no sense of right 
  or wrong, only a duty to his avatar.  
  He automatically gains a point of 
  corruption and a +1 power point 
  bonus.  His soul is so cold, he can 
  sear his emblem, the White Hand, 
  onto any surface with a press of his 
  palm, leaving a white imprint as if 
  frosted.
  Leadership:  The Witchman of 
  Hyperborea that reaches this level 
  becomes a Witch King or Witch 
  Queen and gains the Leadership 
  feat as a bonus feat.  If the character 
  already has the feat, he gains the 
  Enhanced Leadership ability as a 6th 
  level Noble (see the Conan RPG).
  Avatar (Su): The avatar of a 
  Hyperborean Witchman Cult gains all 
  the benefi ts of The Rule of the Master 
  (see the Conan RPG).  Hyperborean 
  avatars also have damage 
  reduction equal to their 
  Cha bonus derived directly 
  from their magical natures, 
  rather than from the 
  hardness or natural armour 
  of their bodies.  This is 
  indicated in the entry for 
  Damage Reduction by the 
  parenthetical note (avatar) 
  after the number.  Any 
  damage reduction gained 
  in this way can be removed 
  by use of the incantation 
  of Amalric’s witchman 
  spell.  Avatars immediately gain a 
  +10 bonus to Reputation.  The avatar 
  becomes the sponsor of his or her 
  own arcane religion (see The Scrolls 
  of Skelos).  That of Louhi, the Death 
  Goddess, is detailed below.
  New Arcane 
  Religion
  Louhi, Death 
  Goddess of 
  Hyperborea
  Class 
  Level
  Base 
  Attack 
  Bonus
  Base 
  Dodge 
  Bonus
  Base 
  Parry 
  Bonus
  Magic 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +0
  +0
  +1
  +0
  +2
  +2
  Scholar Levels, Bonus Feat, 
  Exotic Weapon Profi ciency, 
  Witchman Accoutrements
  2
  +2
  +0
  +0
  +2
  +0
  +3
  +3
  Bonus Feat, Advanced Spell
  3
  +3
  +1
  +1
  +3
  +1
  +3
  +3
  Bonus Feat, New Sorcery Style
  4
  +3
  +1
  +1
  +3
  +1
  +4
  +4
  Mortifi cation of Body, Bonus 
  Feat
  5
  +5
  +1
  +1
  +4
  +1
  +4
  +4
  Bonus Feat, Advanced Spell 
  6
  +6
  +2
  +2
  +5
  +2
  +5
  +5
  Mortifi cation of Mind, New 
  Sorcery Style
  7
  +6
  +2
  +2
  +6
  +2
  +5
  +5
  Advanced Spell
  8
  +7
  +3
  +3
  +6
  +2
  +6
  +6
  Mortifi cation of Soul, Advanced 
  Spell 
  9
  +8
  +3
  +3
  +7
  +3
  +6
  +6
  Leadership, New Sorcery Style
  10
  +9
  +3
  +3
  +8
  +3
  +7
  +7
  Avatar, Advanced Spell
  Table 01: 
  The Witchman of Hyperborea
  It was deserted, 
  save for an old 
  woman with lank grey 
  hair.  She squatted 
  atop a circular stone 
  dais, staring into the 
  flickering flames of a 
  dish of red coals.  This he 
  knew for Louhi, priestess-
  queen of the Witchmen, 
  who regarded her as 
  the living avatar of their 
  death-goddess.
  L.Sprague de Camp and
  Lin Carter
  The Witch of the Mists
  
  23
  Although Louhi is a mortal sorceress, 
  she is considered to be the living 
  avatar of the Hyperborean death-
  goddess.  She is the master of the 
  cult and all worshippers must follow 
  the Rule of the Master as given in 
  the Conan RPG.  She teaches magic, 
  warping her followers’ bodies, minds 
  and souls, in exchange for their 
  obedience. 
  Requirements of Worship: Pay a 
  tithe worth 1 sp/level/month to the 
  local priests of Louhi, attend at least 
  one cult meeting/month.
  Benefi ts of Worship: Spells 
  (Counterspells, Curses, Divination, 
  Immortality, Necromancy, Oriental 
  Magic, Prestidigitation).
  Requirements for Ordained 
  Priesthood: Standard, plus as 
  follows: must know at least three 
  sorcery styles and three advanced 
  spells; Knowledge (arcana) 8 ranks; 
  must give up at least three magical 
  links to oneself to the cult’s avatar.
  Benefi ts of Ordained Priesthood: 
  Standard, plus sorcery teaching is 
  available (Counterspells, Curses, 
  Divination, Immortality, Necromancy, 
  Oriental Magic, Prestidigitation)
  Typical Punishments for Disloyal 
  Priests: Killed in a sorcerous ritual.
  New Spell
  Legions of the 
  Dead*
  PP Cost: 1 point/5 corpses
  Components: V, S, F
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft. per 
  scholar level)
  Effect: Up to 5 corpses per scholar 
  level
  Duration: Concentration 
  plus 1d6 hours
  Saving Throw: See Below
  Prerequisites: Raise 
  Corpse, Magical Attack 
  Bonus 10+
  This spell works as a more 
  powerful version of Raise 
  Corpse, allowing a veritable 
  army of undead to rise 
  and work for the sorcerer.  
  The undead follow the 
  sorcerer’s verbal commands 
  until the spell expires, when 
  the undead become lifeless 
  corpses again.
  * This spell can have severe 
  repercussions on a campaign world 
  and is subject to Runaway Magic (see 
  the Conan RPG).
  New 
  Magical 
  Device
  The Rod of the 
  Witchmen
  Character
  Level
  Scholar
  Level
  Witchman
  Level
  Witchman of Hyperborea
  Magical
  Attack 
  Bonus
  1
  1
  -
  Lesser Ill-Fortune
  +0
  2
  2
  -
  Calm of the Adept                                                                                            +1
  3
  2
  1
  -
  +2 
  4
  2
  2
  Ill-Fortune
  +3
  5
  2
  3
  Raise Corpse
  +4
  6
  2
  4
  -
  +4
  7
  2
  5
  Death Touch
  +5
  8
  2
  6
  Astrological Prediction
  +6
  9
  2
  7
  +7
  10
  2
  8
  Gelid Bones
  +7
  11
  3
  8
  Agonising Doom, Greater Ill-Fortune
  +8
  12
  4
  8
  Warding, Visions
  +9
  13
  5
  8
  Sorcerous News
  +9
  14
  5
  9
  Free Choice
  +10
  15
  5
  10
  Free Choice
  +11
  Table 02: 
  The Acolyte Path of the Witchman of Hyperborea
  One of the black-
  clad men closing in 
  on him had glided close 
  with magical swiftness.  
  With one bony hand, the 
  man caught the pony’s 
  bridle.  With the other, 
  the man had whipped up 
  his slender wooden baton.  
  The ball on one end had 
  stroked the hollow of 
  Conn’s elbow.  The touch 
  of the rod, wielded with 
  exquisite control, had 
  struck the cluster of 
  nerves under the joint.  
  The pain was blinding.
  L.Sprague de Camp and 
  Lin Carter, 
  The Witch of the Mists
  
  24
  The Rod of the Witchmen, which 
  can be used as a fi nesse weapon, 
  provides a profi cient wielder with 
  ability to stun his opponents with 
  blinding pain.  A foe touched by this 
  weapon is forced to make a Fortitude 
  saving throw (DC 10 + one-half your 
  character level + Magical Attack).  
  Armour is no defence against this 
  attack.  If the defender fails his saving 
  throw, he is stunned for 1 round 
  (until just before your next action).  
  A stunned character may not act 
  and loses any Dodge or Parry bonus 
  to Defence Value.  Attackers get a 
  +2 bonus on attack rolls against a 
  stunned opponent.
  These rods or batons are over 
  two feet long and made of sleek, 
  gleaming black wood.  The 
  ends of each rod are tipped with 
  spherical knobs of platinum 
  slightly smaller than a fowl’s eggs.
  Purchase Price: 20,000 sp 
  New 
  Unusual 
  Item
  The following item is not magical, 
  but may be regarded as magical by 
  the ignorant.  It is diffi cult to buy, as 
  someone has to kill a Witchman in 
  order to have one to sell.  This item 
  is only ever offered for sale at the 
  Games Master’s discretion.  
  The Faceless 
  Costume
  The Witchmen of Hyperborea dress 
  in the costume created by Vammatar: 
  a skin-tight black outfi t with tight 
  cowl and an ivory mask without 
  features save for two small eye-slits.  
  This costume is frightening to look 
  upon and gives 
  the Witchman a 
  +4 circumstance bonus to 
  Intimidate and Bluff checks.  Its 
  overwhelmingly black look gives 
  the Witchman a +1 circumstance 
  bonus to Hide checks in darkness or 
  shadows.
  Purchase Price: 2,000 sp (the ivory 
  mask is a work of art in and of itself, 
  and the costume and mask is fi tted 
  exactly to its wearer to maximise 
  the impact.  The price is high also 
  because of the extremely limited 
  supply)
  Louhi, the 
  Witch of 
  the Mists
  Medium Human Hyperborean Female 
  10th level Scholar / 10th level 
  Witchman
  Hit Dice: 10d6+20 plus 10 (65 hit 
  points)
  Initiative: +12 (+2 Dex, +10 Ref)
  Speed: 30 ft.
  DV (Dodge): 20 (+2 Dex, +8 Level)
  DV (Parry): 18 (+0 Str, +8 Level)
  DR:  5 (avatar)
  Base Attack Bonus/Grapple: 
  +16/+16
  Attack: Dagger +18 melee 
  (1d4/19-20/x2 / 1 AP)
  Full Attack: Dagger 
  +18/+13/+8 melee 
  (1d4/19-20/x2 / 1 AP)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: 
  Spells
  Special Qualities: 
  Background (lay 
  priest), knowledge 
  is power, increased 
  maximum power points, 
  mortifi cation of body, 
  mortifi cation of mind, 
  mortifi cation of soul, avatar
  Magic Attack Bonus: 
  +17 (+12 base +5 Cha 
  bonus)
  Saves: Fort: +9, Ref: +12, 
  Will: +17 (+2 bonus to Will 
  saves against spells from the 
  hypnotism and divination styles)
  Attributes: Str 11, Dex 15, Con 
  16, Int 16, Wis 17, Cha 21
  Skills:  Bluff +26, Concentration 
  +16, Craft (alchemy) +16, Craft 
  (herbalism) +16, Craft (stone) +5, 
  Decipher Script +16, Diplomacy +13, 
  Gather Information +13, Heal +5, 
  Hide +12, Intimidate +30, Knowledge 
  (arcana) +26, Knowledge (religion) 
  +28, Knowledge (local) +16, Move 
  Silently +12, Perform (ritual) +27, 
  Profession (priestess) +5, Sense 
  Motive +28, Sleight of Hand +12
  Feats: Adept (necromancy), 
  Combat Expertise b, Exotic Weapon 
  Profi ciency (Rod of the Witchmen) b, 
  Hexer, Improved Disarm b, Improved 
  Feint b Iron Will b, Leadership 
  b, Menacing Aura, Negotiator, 
  Opportunistic Sacrifi ce, Priest, Ritual 
  Sacrifi ce, Sorcerer’s Boon, Steely 
  Gaze, Striking Cobra b, Tortured 
  Sacrifi ce, Weapon Finesse b
  Climate/Terrain: Hyperborea
  Organisation: The White Hand
  It was their 
  faces that struck 
  into his heart the 
  thrill of superstitious 
  awe.  For they had no 
  faces!  Beneath the 
  tight-fitting black 
  cowls, their visages 
  were smooth, blank, 
  white ovals.
  L.Sprague de Camp and 
  Lin Carter, 
  The Witch of the 
  Mists
  
  25
  Base Power Points: 11
  Maximum Power Points: 33
  Reputation: 72 (villain) Louhi may 
  apply her +8 Reputation bonus to 
  all Bluff, Intimidate and Gather 
  Information checks when dealing 
  with others
  Corruption: 9 (corrupt) Louhi is 
  extremely thin and bony
  Advancement: By Character Class 
  b = Bonus feat
  s = Chosen in lieu of a sorcery style
  Louhi’s background is as a lay-
  priestess in the temple of an unnamed 
  death goddess of Hyperborea.  She 
  became an acolyte of Vammatar, 
  a powerful necromancer gifted 
  with eternal youth.  Louhi herself 
  eventually became a high priestess.  
  In Conan’s youth, Louhi served 
  Vammatar the Witch-Queen as a high 
  priestess at Castle Haloga, where she 
  was notably critical of Vammatar’s 
  pursuit of sensual pleasures.  After 
  Vammatar’s death, she moved her 
  base of operations to Pohiola.  As she 
  can change shape into animal forms, 
  she must have either travelled to the 
  Orient, hosted an Oriental sorcerer 
  or bargained with a demon for the 
  Oriental Magic style at some point 
  in her career.  She became identifi ed 
  as the avatar of the death-goddess 
  and took control of the White Hand.  
  Seeking 
  more power, 
  she allied 
  herself with 
  Thoth-Amon 
  and several 
  other notable 
  sorcerers of the 
  Hyborian Age.  
  Turning herself 
  into a white 
  stag, she lured 
  King Conan’s 
  son into a trap.  
  King 
  Conan 
  arrived at her citadel 
  and, during the course of 
  combat, set her on fi re.  She 
  was last seen blazing past 
  Conan.  She is presumed 
  dead, her corpse buried 
  underneath the rubble of 
  her citadel.
  She appears as an 
  incredibly ancient woman.  
  Although her rival, 
  Vammatar, held the guise 
  of eternal youth, such is 
  not the interest of Louhi, 
  although she is more than 
  capable of performing 
  that particular spell, 
  having learned it from Vammatar 
  herself.  Louhi’s expressionless face 
  is furrowed with a thousand wrinkles 
  and her grey hair dangles in an 
  unkempt manner.  She is thin, tall and 
  gaunt.  Louhi’s overriding weakness 
  was curiosity, which ultimately led to 
  her downfall.  Thoth-Amon told her 
  to kill Conan on sight, but she wanted 
  to fi nd out for herself why such a 
  powerful wizard feared a mere mortal 
  man.  She found out.
  Spells: Louhi knows the following 
  styles and spells:
  Counterspells: Warding; Greater 
  Warding
  Curses: Lesser Ill-Fortune, Ill-
  Fortune; Greater Ill-Fortune; Gelid 
  Bones; Draw Forth the Soul b
  Divination: Astrological Prediction; 
  Visions; Sorcerous News
  Immortality: Witch’s Vigour; Eternal 
  Youth; Life Drain b
  Necromancy: Raise Corpse; Death 
  Touch; Agonising Doom; Draw Forth 
  the Heart; Legions of the Dead
  Oriental Magic: Calm of the Adept; 
  Shape-Shifter
  Prestidigitation: Conjuring, 
  Telekinesis
  b = Bonus spell
  Adventure 
  Hooks
  Howard’s The Hyborian Age 
  establishes that many aspects of 
  this age has carried forward to the 
  modern era.  Finnish Mythology has 
  a goddess named Louhi who rules 
  the icy realm of Pohjola.  Perhaps 
  this is a racial memory.  Perhaps she 
  survived Conan’s attack and later 
  achieved godhood. 
  Also, from Finnish Myth, Louhi has 
  several beautiful maiden daughters 
  who sends suitors on impossible 
  tasks – and Louhi, critical of fl eshly 
  pleasures, ensures that these suitors 
  fail.  These may not be literal 
  daughters, but acolytes.
  The next instant, even 
  as he flung back on 
  arm to hurl the javelin, 
  it happened.  The stag 
  dissolved into mist - a 
  mist that reformed into 
  a tall, gaunt, human shape 
  clothed in white robes.  It was 
  a woman, from the billowing 
  cloud of iron-grey hair that 
  swirled about the bony, calm, 
  expressionless mask of its face.
  Terror smote Conn.  The pony 
  reared, eyes rolling, and 
  neighed shrilly, then came 
  down and stood motionless, 
  shuddering.  Conn stared into 
  the cold, cat-green eyes of the 
  woman-thing before him.
  L. Sprague de Camp and
  Lin Carter,
  The Witch of the Mists
  
SOURCE: textdata/thevault/Conan RPGs/Other Sword & Sorcery/Signs & Portents/The White Hand Of Hyperborea.pdf