Site hosted by Angelfire.com: Build your free website today!

D20 ELRIC

 

 

BASICS

 

What follows is an approach to a D20 conversion of the Elric RPG that is a little more true to the style and flavor of this Epic Heroic Fantasy Campaign inspired by Michael Moorcock’s Elric novels.

 

The D20/ D&D 3.5E rules should be used with the following sections being replacements to the basic system.

 

 

ABILITIES

 

WISDOM is replaced with POWER.

 

 

ALIGNMENT

 

There are only three alignments for characters: Lawful, Chaotic and Neutral. Based on actions the player characters make, the DM assigns them either a Law point or a Chaos point or a Neutral point. The DM awards or penalizes Alignment Points based on the Following actions:

 

Gaining Chaos Points

Points

Action

3

For each Lawful human converted to Chaos

1

For each human soul slain and dedicated to Patron Lord

=CR

Kills an elemental

1

For Destroying an Item of Virtue

10

For making a pilgrimage to Hwaamgaal in Pang Tang

6

For meeting the Theocrat of Chaos

1D10

For participating in a military attack on a Lawful nation

1D6

For each new shrine of Chaos founded

2D6

For each new temple of Chaos founded

1D4

For each time the adventurer uses a random method to decide its next course of action in the course of the game

2

For each elemental priest slain

2

For each Lawful priest slain

4

For each Lawful Agent slain

8

For each Lawful Champion slain

1

For each bound demon

2

For each Characteristic point sacrificed to Chaos

1

Frees someone

2

Invocation restores someone’s life

1

Learns magic (per spell level)

1

Murders

1

Rescues someone from danger

2

Invokes a Lord of Chaos

1

For each demon summoned

1

Takes advantage

1

Takes revenge

1

Tells a significant lie

1

Speaks with the dead

1

Steals something important

1

Wounds someone

 

Gaining Law Points

Points

Action

3

For each Chaotic human converted to Law

1

For each Chaotic human slain

=CR

Kills an elemental

=CR

Kills an demon

20

For making a pilgrimage to Kaneloon

15

For meeting Myshella, Empress of the Dawn

1D10

For participating in a military attack on a Chaotic nation

1D6

For each new shrine of Law founded

2D6

For each new temple of Law founded

1

For each elemental slain

2

For each elemental priest slain

3

For each Chaotic priest slain

5

For each Chaotic Agent slain

10

For each Chaotic Champion slain

1

For each Item of Virtue owned

1

Invocation restores someone’s life

1

For each skill over 100%

1

charity

1

Rescues someone from danger

5

Invokes a Lord of Law

-1

Tells a significant lie

-5

For each demon summoned

 

Gaining Neutral Points

Points

Action

3

For each Chaotic or Lawful human converted to the Balance

20

For making a pilgrimage to Tanelorn

15

For meeting a Grey Lord

1

For each 20% known of the skills Insight and Million Spheres known (e.g. 80% = 8 points)

1

Frees someone

1

Gives charity

1

Heals someone mortally ill

1

Imprisons some one

3

Loves another

1

Makes something unique and beautiful

2

Rescues someone from danger

1

Tells a significant truth

-1

Speaks with the dead

-2

Invocation restores someone’s life

-5

Object-binds an elemental

 

When one Alignment of the character exceeds the combined total of the others by 100, then he becomes a CHAMPION (explained later).

 

When PCs are first created they may choice to favor one alignment. The character than rolls 1d3 to determine how many Alignment Points he begins with:

 

Law: For each Law point a character begins with and gains during the course of a campaign, the character may add 1 skill rank to any skill, even non-class skills. Except for Daityan Wizards, Paladins and Clerics, the character may not begin with a Spell Casting Class. 

 

Neutral: For each Neutral Point a character begins with and gains during the course of a campaign a character may raise his lowest Ability by 1.

 

Chaos: All characters that choose a spell casting class must begin as Chaotic (except for Daityan Wizards, Paladins, or Clerics). For every Chaotic points a character begins with and gains during the course of a campaign they purchase a spell whose spell level is equal to the Chaos Points allotted to it.

 

 

HIT POINTS

 

Hit Points equal the character’s Constitution score. Hit points are not gained by level.

 

 

ARMOR CLASS

 

Instead of a fixed armor class, before an opponent attack, the defendant rolls his Parry Roll= 1d20+Attack Score of chosen Weapon+Dexterity Modifier. In order to hit the defendant, the opponent’s attack score must be equal to or greater than the defendant’s Parry Roll.

 

Armor subtracts from Damage dealt by a successful attack roll, instead of adding to the defense score.

 

 

RACES

 

Melnibonean: +2 Int, +2 Wis, -4 Con; Deep Sight: Treat as per Dark Vision at ½ the range; no bonus feat.

 

 

PERSONALITIES

 

Similar to Professions in D20 Call of Cthulhu, these four basic Personalities add to the starting skills of a character:

 

Tough: +4 skill points to climb, dodge, insight, jump, listen, move quietly, ride, sailing, and swim, with the following feats: brawling, weapon proficiency (one group).

 

Experienced: +4 skill points to craft, disguise, dodge, evaluate, knowledge-natural world, knowledge-physical sciences, Navigation, Pick Pocket, Ride, Sailing, Scribe, and trap, with the following feats: weapon proficiency (one group).

 

Quick-witted: +4 skill points to conceal object, disguise, evaluate, fast talk, hide, insight, knowledge- natural world, oratory, own language, pick lock, and search, with the following feats: brawl, weapon proficiency (one group).

 

Educated: +4 skill points to Art, bargain, disguise, evaluate, fast talk, insight, oratory, any one other language, one’s own language, ride, and search, and the following feat: weapon proficiency (one group).

 

 

CLASS AND LEVELS

 

Three are no Classes in D20 Elric. Instead characters choose either one of two paths (just like in D20 Call of Cthulhu): Defense Option or Offense Option.

 

Defense Option

 

Skill Points: 11+Int Modifierx4 at first level; 11+Int Modifier for each level after first.

 

Level

Base Save Progression 1

Base Save Progression 2

Base Save Progression 3

Base Attack Bonus

1st

+0

+2

+2

+0

2nd

+0

+3

+3

+1

3rd

+1

+3

+3

+1

4th

+1

+4

+4

+2

5th

+1

+4

+4

+2

6th

+2

+5

+5

+3

7th

+2

+5

+5

+3

8th

+2

+6

+6

+4

9th

+3

+6

+6

+4

10th

+3

+7

+7

+5

11th

+3

+7

+7

+5

12th

+4

+8

+8

+6

13th

+4

+8

+8

+6

14th

+4

+9

+9

+7

15th

+5

+9

+9

+7

16th

+5

+10

+10

+8

17th

+5

+10

+10

+8

18th

+6

+11

+11

+9

19th

+6

+11

+11

+9

20th

+6

+12

+12

+10

-

Offense Option

 

Skill Points: 10+Int Modifierx4 at first level; 10+Int Modifier for each level after first.

 

Level

Base Save Progression 1

Base Save Progression 2

Base Save Progression 3

Base Attack Bonus

1st

+0

+0

+2

+1

2nd

+0

+0

+3

+2

3rd

+1

+1

+3

+3

4th

+1

+1

+4

+4

5th

+1

+1

+4

+5

6th

+2

+2

+5

+6

7th

+2

+2

+5

+7

8th

+2

+2

+6

+8

9th

+3

+3

+6

+9

10th

+3

+3

+7

+10

11th

+3

+3

+7

+11

12th

+4

+4

+8

+12

13th

+4

+4

+8

+13

14th

+4

+4

+9

+14

15th

+5

+5

+9

+15

16th

+5

+5

+10

+16

17th

+5

+5

+10

+17

18th

+6

+6

+11

+18

19th

+6

+6

+11

+19

20th

+6

+6

+12

+20

 

 

MAGIC

 

A character may spend skill points equal to a spell’s level to learn that spell and place it in their Grimoire. There are no actual Wizard or Sorcerer classes in D20 Elric, so anyone with an Intelligence and Power at 16 or above may learn spells. But remember, learning and casting Sorceries add Chaos points towards your alignment.

 

When a character casts a spell it expends 1 Magic Point/ Spell Level from the character’s Magic Point Total.

 

Magic Points = Character’s POWER score.

 

If a character’s magic Points fall to 0, the character falls unconscious for 1 hour.

 

Magic Points return at a rate of 1 per hour.

 

 

SPELLS

 

A Dungeon Master may allow the full array of Arcane Spells available in the D&D 3.5E Player’s Handbook, or they may customize and limit the availability of spells, such as in the example below:

 

A Melnibonean Grimoire

From: Shannon Appelcline Appelcline@chaosium.com

System: Elric!

"This is a fresh age...in more than one way.  The time of subtle
 sorcery is on the wane.  Men are finding new means of harnessing
 natural power."
        -Stormbringer I,2
 
In the Young Kingdoms, Chaos is willing to pass the gift of magic on
to any who ask.  It is a corrupting influence, the tool of Chaos, but
still, mortals of the Young Kingdoms are willing to accept it, for it
makes them strong.  However, even Chaos is somewhat discerning.  The
greatest spells are saved for the beloved of Chaos.  What follows are
some of the known spells of the Melniboneans.  These are not spells
that should be easily available to adventures.  Rather, they are
magics which might be known by foes or patrons.  Alternatively, they
could be discovered in an ancient grimoire, the goal of a long quest.
 
[All of these spells are drawn directly from the Elric books where
they were used by Elric or another Melnibonean.]
 
SPELLS:
 
Demon's Awakening (4th Level)       [Spells of Being]
 
"His head still bent, he stretched out his right hand and touched the
pulsating stone, stretched out his left hand and rested it upon
Myshella's navel, and he began a chant in an ancient tongue that had
been spoken before true men had ever walked the Earth."
        -The Vanishing Tower I, 7      
 
Range is touch.  Chaotic.  Awakens a person from any type of magical
sleep (see The Runesleep below).  However, in order for this spell to
have its affect, a rare Nanorian is needed.  These magical gems form
the hearts of some of the greater demons of Chaos (see the rumors on
page 102 of ELRIC!).  After the spell is completed, the sleeper will
awaken in 1d8 hours.
 
Grome's Call to the Dead (5th Level)  [Spells of the Elements]
 
"A low moan was coming from the lips of the living dead.  Suddenly, a
whole area of the surrounding hillside split into cracks, and yawning
crannies appeared in the surface...  With a frightful, multi-voiced
scream, the dead Lords were swallowed by the earth."
        -The Weird of the White Wolf II, 3
 
Range is sight.  Chaotic.  Causes the Earth to open up and swallow the
dead which are walking the Earth.  Bound up with ancient agreements
with Grome, this spell is one of the less reliable of the Melnibone
spells.  A LUCK roll is required for it to work at all.  Even if the
roll is successful, 1d8 combat rounds will pass before the earth
responds.  When the earth does finally open up to swallow the dead,
the results can be quite cataclysmic.  Nearby dwellings may be
destroyed, and unfortunates who stand too close to the dead might be
dragged to their doom.  Dead beings of great power may be able to
resist the effects of this spell, for Grome is both wary and indolent.
 
Hell's Fortress (1st-4th Levels)               [Spells of War]
 
"But the door resisted as it should not have resisted.  `Sealed by
sorcery and I've no means of unsealing it,' said the albino."
        -The Sailor on the Seas of Fate II, 6
 
Range is touch.  Chaotic.  Adds ten times that many hit points of
protection to walls, doors and other similar structure.  Each cast of
the spell affects an area no larger than ten feet by ten feet.
 
Lassa's Zephyr (1st Level)            [Spells of the Elements]
 
"Gradually, from the grains of the dunes, a spiral of sand began to
move upwards, whistling as it spun faster and faster."
        -The Fortress of the Pearl I, 3
 
Range is touch.  Chaotic.  A very minor variant of Wings of Lassa
(Elric, pg. 83).  Similar minor spells are taught to the sorcerers of
Melnibone from the youngest age.  Creates a small whirlwind of air,
just a few feet tall, that may meander about a small area.  Usually
harmless, although in sand, snow or loose soil, it can be blinding.
 
The Runesleep (4th Level)                    [Spells of Being]
 
"She was lying upon a couch and she was naked.  There were runes
painted on her flesh and the runes were, in themselves, obscene.  Her
eyelids were heavy and she did not at first recognise them...  The
body was oddly cold."
        -Elric of Melnibone II, 8
 
Range is touch.  Chaotic.  Before the spell may be incanted, certain
runes must be drawn upon the flesh of the victim.  If these runes are
not drawn perfectly, the spell will utterly faily.  When the spell is
complete, the sorcerer expends 4 magic points.  If a POW:POW then
succeeds, the victim falls into an eternal sleep.  The caster must
expend one point of POW at this time.  Only the caster himself, or
certain spells may break this sleep.  The most powerful of people
(those with POWs beyond the range of humans) may escape the runesleep
for a short time, but even they will eventually succumb.
 
The Pan Tangians too know of this spell (TVT I, 5).  As the
Melniboneans slowly descend into obscurity, it is the Pan Tangians who
are becoming the new race of Chaos.
 
Spark of Life (4th Level)         [Spells of the Unseen World]
 
"Slowly, with jerky movements, the creature raised itself stiffly
upright and pointed a clawed finger... its glazed eyes staring as if
beyond."
        -Stormbringer I,1
 
Range is touch.  Chaotic.  Spark of Life is a summoning.  It causes
the spirit of a dead creature to reanimate its corpse.  A number of
magic points equal to the magic points of the spirit being summoned
must be expended (in addition to the original four).  The spirit of
the dead could be bound, just as a demon or elemental, although doing
such would be very dangerous.
 
When the summoning is complete, the resulting revenant is slow and
clumsy, but it does remember its past life.  It may answer questions,
but these answers are never direct.  They are often riddles,
prophecies or even new questions.  Practitioners of the dark arts who
use this spell should be warned, for the lords of the nether realms
are usually not pleased with having the souls of their subjects
disturbed.
 

The Hidden Soul (4th Level)                 [Spells of the Unseen World]

"He had put his soul into the body of a cat so that no rival sorcerer might steal it when he slept."

    -The Bane of the Black Sword III, 1

Enchantment. Cost is 1 POW. Range is touch. Chaotic. With this spell, the sorcerer is able to put his soul into the body of an animal, protecting himself from certain foul enchantmants (notable among them, the soul stealing abilities of Stormbringer). However, in turn, the sorcerer also increases his vulnerability. If the animal which holds the sorcerer's soul should die, so shall he. This enchantment may be brought to an end if the sorcerer and the animal exchange blood. Knowledge of this enchantment is limited to the unknown kingdoms of the east. However, it might be known by travellers to the Young Kingdoms who originated in those far away lands.

 

MONSTERS

 

ASSASSINATOR OF THE GODS

FREQUENCY: Unique
NO. APPEARING: 1
PARRY: +20
MOVE: 12"/24"
HIT DICE/POINTS: 100 hp
TREASURE TYPE: Nil
 ATTACKS: 2 at +20
DAMAGE/ATTACK: 2-20/2-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Wings (see below)
SPELL RESISTANCE: +20

INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (9')
CR: 20

   

 


This terrible creature has the form of a humanoid with 50-foot wings. It is covered with peacock-type feathers. It is sometimes sent by the gods of Chaos to kill their special enemies.

It attacks with its talons as an 11 HD monster. Its wings have a 50% chance of fouling any weapon used against it so that the weapon will not hurt the creature that round.

 

CLAKAR

FREQUENCY: Very rare
NO. APPEARING: 1-4
PARRY: +8
MOVE: 6"/18"
HIT DICE/POINTS: 8 HD/ 45
 ATTACKS: 2 at +8
DAMAGE/ATTACK: 1-12/1-12
SPECIAL ATTACKS: Rending
SPECIAL DEFENSES: Immune to fear, never surprised
SPELL RESISTANCE: +15

INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8')
CR: 8

 

   

 


Resembling winged apes, these creatures are perfect guards and are often used as such. They cannot be affected by magical fear, and are never surprised. They attack with their powerful clawed hands. If both hands hit a single opponent, a clakar will do an additional 1-8 points of damage by rending.

 

DHARZI HUNTING DOG

FREQUENCY: Very rare
NO. APPEARING: 3-12
PARRY: +5
MOVE: 15"
HIT DICE/POINTS: 5 HD/ 25
NO. OF ATTACKS: 3 at +5
DAMAGE/ATTACK: 1-4/1-4/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: N/A
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (5' at the shoulder)
CR: 5

 


Created by a long-dead race of wizards, these beasts are half bird and half dog. They have the legs and body of a wolfhound and the talons and head of a giant hawk. These things are faultless trackers, able to follow a scent up to a week old. They hunt in packs and attack with a claw/claw/bite routine.

ELENOIN

FREQUENCY: Very rare
NO. APPEARING: 20-200
PARRY: +11
MOVE: 12"
HIT DICE/POINTS: 55 hp
% IN LAIR: 95%
TREASURE TYPE: A
NO. OF ATTACKS: 3 at +11
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
SPELL RESISTANCE: +15
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M (6')
CR: 11


When summoned, the Elenoin appear as tall women with flaming red hair and shark-like teeth. They whirl two-handed swords to deadly effect. They fight as 10th level fighters and fear no enemy save the Grahluks, who come from the same plane as the Elenoin. If the Elenoin are summoned to fight on the Prime Material Plane, there is a 5% chance that the Grahluks will appear at the same time to combat them, even if none of the opponents of the Elenoin know the spell to summon them. If these ape-like enemies appear, the Elenoin will break off whatever they are doing and start fighting their hereditary enemies.

GRAHLUK

FREQUENCY: Very rare
NO. APPEARING: 20-200
PARRY: +16
MOVE: 15"
HIT DICE/POINTS: 70 hp
NO. OF ATTACKS: 1 at +16
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
SPELL RESISTANCE: +20
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (20')
CR: 16

 


Grahluks are mortal enemies of the Elenoin and will only travel from their home plane to combat them. They appear as giant ape-like humanoids and have a strength of 22. They attack as 15 HD monsters, using nets, shields, and ropes of tremendous strength and mass in battle, as well as bludgeoning with their fists. Their only goal in life is the death of the Elenoin race, and after defeating them in any battle, the Grahluks will then kill themselves as well.

KELMAIN

FREQUENCY: Very rare
NO. APPEARING: See below
PARRY: Determined by level
MOVE: 12"
HIT DICE/POINTS: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to petrification and paralysis
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic neutral
SIZE: M (6')
CR: Variable


These creatures are a savage race from the dimension of Limbo. They have golden skin that appears to be carved out of rock. They are humanoid in shape and have square eyes. The Kelmain fight in golden-colored armor and usually wield gold-colored broadswords. When summoned, they will fight on the summoner's plane until the battle is won, and then keep the land they have fought over. They appear in fighting forces of 10-10,000 depending on the power and desires of the summoner (and the referee's discretion).

The bulk of the army are 1st level fighters. Additional leaders are as follows:

Number 

of Troops

    

Additional Leader

1st level

    

2nd level

10 

 

    

3rd level

50 

 

    

4th level

250 

 

    

5th level

1,000 

 

    

6th level

5,000 

 

    

7th level

10,000 

 

    

8th level

Thus, if 10,000 Kelmain troops appear, they will be led by one 8th level leader, two 7th level leaders, ten 6th level, forty 5th level, two hundred 4th level, one thousand third level, and two thousand 2nd level leaders for a total of 13,253 Kelmain. If 10 troops arrived, there would be one 3rd level and two 2nd level leaders.

MIST GIANT

FREQUENCY: Very rare
NO. APPEARING: 1
PARRY: +14
MOVE: 9"
HIT DICE/POINTS: 12 HD/ 60
NO. OF ATTACKS: 4 at +14
DAMAGE/ATTACK: 3-18 (X 4)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon needed to hit
MAGIC RESISTANCE: N/A
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8')
CR: 14


Mist giants are strange and evil denizens of the swamps with white fog-like bodies. They have a shapeless head with yellow eyes atop of their form. They have 4 arms ending in long talons, and their lower body portion forms a giant snaky mass that can slither over the tops of bogs and water, easily supporting the more massive upper body.

This creature is rarely seen in a fog or mist (90% invisible) and cannot be heard in such places. It surprises its prey on a 1-5 (d6) chance in fog.

MORDAGZ

FREQUENCY: Unique
NO. APPEARING: 1
PARRY: +16
MOVE: 15"
HIT DICE/POINTS: 80 hp
NO. OF ATTACKS: 1at +16
DAMAGE/ATTACK: 7-42
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Shield
MAGIC RESISTANCE: N/A
INTELLIGENCE: Very
ALIGNMENT: Chaotic neutral
SIZE: L (21' tall)
CR: 16

 

   

 


This being, once one of the Lords of Chaos, now appears to be a storm giant. He defied the other more powerful lords and was demoted to mortal status. It is his responsibility to guard the Shield of Chaos, a device which protects against all the forces of Chaos. When using this device, no blow, arrow, spell, or other magic item used by agents of Chaos will hurt the holder of the shield, but only if the attack is from the front. This heavy round shield is 5 feet in diameter and is emblazoned with the eight-arrowed symbol of Chaos.

Mordagz fights as a 15 HD monster. He will guard the Shield of Chaos to the death.

MYYRRHN

FREQUENCY: Rare
NO. APPEARING: 3-30
PARRY: +4
MOVE: 12"/24"
HIT DICE/POINTS: 4 HD/ 20
NO. OF ATTACKS: 1 at +4
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
SPELL RESISTANCE: +11
INTELLIGENCE: Average to very
ALIGNMENT: Neutral good
SIZE: M (6')
CR: 4

 

NIHRAIN HORSE

FREQUENCY: Very rare
NO. APPEARING: 1
PARRY: +10
MOVE: 24"
HIT DICE/POINTS: 10 HD/ 50
NO. OF ATTACKS: 3 at +10
DAMAGE/ATTACK: 1-10/1-10/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
SPELL RESISTANCE: +15
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (8' at the shoulder)
CR: 10

   

 


A horse of this type appears to be a great black stallion. It can shift into the Ethereal Plane at random times and thus there is a 25% chance that any successful hit will not inflict damage on a Nihrain horse. These creatures can gallop continuously for up to 48 hours, passing with equal ease over both water and land, and flying over chasms or other impediments when necessary. Members of this magical race of horses will only be lent to mortals who are in the direct service of the primary forces of neutrality.

 

OONAI

FREQUENCY: Very rare
NO. APPEARING: 1-4
PARRY: Variable
MOVE: 12"
HIT DICE/POINTS: 10 HD/ 50
NO. OF ATTACKS: Variable
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic neutral
SIZE: L (5' at shoulder)
CR: 10

   

 


These beings are natural shape changers and are fully capable of using all the chosen shape's non-magical powers. They will change only into monster or beast types and will only attack one at a time, with the most powerful Oonai attacking first. Though they cannot change into monsters of greater than 10 HD, they always retain their AC of -2 and their original hit points, regardless of form. No one knows what their actual form looks like.

 

QUAOLNARGN

FREQUENCY: Unique
NO. APPEARING: 1
PARRY: +30
MOVE: 12"
HIT DICE/POINTS: 150 hp
NO. OF ATTACKS: 1 at +30
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: +2 or better weapon needed to hit, plus see below
SPELL RESITANCE: +17
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (8' tall and wide)
CR: 30

   

 


A giant toad-shaped demon from the Abyss, Quaolnargn is immune to petrification and polymorph and has a saving throw of 3 for anything else. It must bite its prey (attacking as a 16+ HD monster) to affect them. When striking any creature this way, it drains 4 energy levels (no saving throw) per melee round, plus 1-10 points normal damage.

If it is killed before completely draining a victim, the victim will regain his or her lost levels (at a rate of one turn per level lost).

VULTURE LION

FREQUENCY: Very rare
NO. APPEARING: 3-12
PARRY: +15
MOVE: 15"
HIT DICE/POINTS: 15 HD/ 75
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3 at +15
DAMAGE/ATTACK: 4-24/4-24/3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to fear
SPELL REISSTANCE: +15
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: L (10' at the shoulder)
CR: 15

 


Created by Elric's ancestors from the fiber of Chaos, these beasts have the body of a lion and the head and talons of a vulture. When summoned from their home plane of Limbo by one with the power to command them, they will fight fiercely, never needing to check morale. If improperly summoned they will attempt to slay the summoner, returning to Limbo afterwards.