Melnibonéan Mythos

Contents: Arioch Assassinator of the Gods Clakar Darnizhaan Dharzi hunting dog dragons Donblas Elenoin Elric Fileet Grahluk Grome Haaashastaak Kakatal Kelmain Meerclar Misha Mist Giant Moonglum Mordagz Myyrrhn Nihrain Horse Nnuuurrrr'c'c' Nuru-ah Oonai Pyaray Quaolnargn Ring of Kings Roofdrak Stormbringer Straasha Theleb K'aarna Vampire Trees Vulture Lion Xiombarg Yyrkoon

British author Michael Moorcock created a race of magicians on the isle of Melniboné who grew strong and then waned weak with the passing of eons. The stories revolve around the last king of the isle, Elric, an albino. This being is forced to leave his home and his adventures present the reader with an amazing number of deities, monsters, and heroic beings of many different planes.

The gods of this mythos are different from others in that they occupy many planes of existence at the same time in thousands of different bodies (thus their plane is listed as special). Every avatar is connected in some way and the deities are aware of all of them simultaneously. The deities are constantly trying to gain control of one plane or another for the forces of Law or Chaos. When a god takes physical form in a specific plane, it may take only one of its character class attributes into that plane to work with. In other words, if a god has 20th level abilities in magic use, clerical, and fighting abilities, that god can take only one class of abilities when materializing on a particular plane. In their plane of origin, these gods possess their full powers and are able to use them to control a large part of that plane of existence.

Aside from Arioch, there are other gods of Chaos mentioned, but these are not dealt with in detail in the stories. Those wishing to have those gods in their game must specify their powers. Among those mentioned are: Haborym, Balan, Maluk, Stortor the Old, Baloan, Marthim, Aesma, Alastor, Soebas, Verdelet, Mizilfkm, Balo the Jester, and Checkalakh of the Flame Body.

The gods of chaos use a symbol of eight red arrows radiating from a small circle. The law faction uses a single amber-colored arrow pointing upward.

The lawful gods are described even less than the chaotic ones, with Donblas the Justice Maker the only one mentioned. They all appear (on the Prime Material Plane) as slim, perfectly formed humans dressed in beautiful silks and wearing feather-like armor, using slender weapons of incredible power in battle.

MASTER TYPES

These beings live in other dimensions called half-worlds (demi-planes). In these "worlds" every animal of the earth has a ruler which is the most perfect specimen of its type. They are all dangerous if dealt with from a position of weakness. It seems that every species is aware of the need for some sort of deity; therefore in the cases of dogs (for example), all dogs worship their own image, which in turn becomes Roofdrak, "Master of all Dogs".

ARROWS OF LAW

There are 20 arrows of law in a quiver, each of which will always hit and kill one chaotic creature (save vs. death applicable) at normal longbow ranges.

BLACK CRYSTAL DOOR

Made of interdimensional metal that wil not break and cannot be affected by magic, a black crystal door will only open with the proper word. It has the power to drain all of the magical spells from any magic-user that tries to magically open it. It will also permanently drain the powerof any device that is used against it.

NANORION STONES

These gems are sometimes (5%) found as the hearts of demons that had more than 80 hit points. Their function is to awaken a sleeper no matter what put them to sleep, or raise the dead no matter how long dead. They will function only 1-4 times, and only 15th or higher level clerics can effectively use them.

BIBLIOGRAPHY

Michael Moorcock's Elric series consists of the following volumes, all published by DAW Books (New York) in paperback: Elric of Melnibone, The Bane of the Black Sword, The Sailor on the Seas of Fate, The Vanishing Tower, The Weird of the White Wolf, and Stormbringer. This popular series is highly recommended for all AD&D players.

ELRIC  (hero)

ARMOR CLASS: 6 or -6 (see below)
MOVE: 6" or 15" (see below)
HIT POINTS: 45 (variable)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard or 85% (see below)
SIZE: M (6')
ALIGNMENT: Chaotic evil
CLERIC/DRUID: 10th level cleric/5th level druid
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: 19th level magic-user/10th level illusionist
THIEF/ASSASSIN: 10th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
S: 6 (15)    I: 18    W: 17    D: 17    C: 3 (15)    CH: 18

The fact that Elric is an albino causes him to be very weak, and he must use artificial means to supplement his strength and constitution. He makes strength potions for his own use out of rare materials. As he travels about, there is a chance that the materials he needs to give him greater strength are not available. At any given time, there is an 85% chance that he has his needed materials, and his strength and constitution will be up to 15. These may be altered by his magic sword, Stormbringer (see below). He employs a great many spells of an unusual nature, as he has the magical studies of all his ancestors to draw upon.

Elric has a conscience of a sort, and sometimes tries to do the "honorable thing", but he is responsible for much evil also. He often rationalizes that the end justifies the means. He is very arrogant towards most humans and extremely vengeful, and though he views the power of stealing souls through Stormbringer with great distaste, he does it anyway to survive.

Elric and his race are familiar with the other planes of existence and have traveled them in the distant past to visit gods in their home planes. Such knowledge has made this race the most powerful magic-users of the Prime Material Plane. It also gives Elric a large advantage in that he can call on forces of great power to aid him in dangerous situations.

He possesses two magical artifacts of great power that enable him to survive in a world very hard for his sort to live in:

The Ring of Kings

This large ring, made out of a single rare Melnibonéan Actorios gem, has three main functions: it acts as a ring of many spells storings into which Elric can place any spell or spells he wishes; the ring aids him, as the royal heir, in summoning creatures from other planes to help him, and the ring also resembles a rod of rulership in that, after calling on these, he can demand their assistance and expect to get it. Long ago Elric's royal ancestors forged pacts with the Elemental Lords and many of the Master Types. With the Ring of Kings, Elric has a 70% chance of summoning any one of them (and their lesser minions), and an 80% chance of controlling them when they arrive. Without the ring, he has only a 20% chance to summon, and a 30% chance to make the summoned ones obey him.

Stormbringer

This huge black rune-carved blade is actually a chaotic evil sentient being from another plane which takes the form of a sword on the Prime Material Plane. Stormbringer is possibly the most powerful magic weapon possessed by a mortal anywhere. It has an intelligence of 18 and an ego of 20. It is +5 to hit and damage, and every time it hits, it drains energy levels from its opponents. On a successful hit it will either drain all or one-half of its opponent's remaining levels (50% chance of either). Any creature killed by Stormbringer has its soul or spirit as well as its energy levels sucked out and devoured. No creature so killed can be raised, resurrected, reincarnated, or brought back in any manner whatsoever.

Stormbringer transfers its stolen levels to Elric in the form of strength and hit points. For every two levels stolen, Elric gains 5 hit points and 1 strength point. Elric's strength can be increased to a maximum of 23, but the only limit to the amount of hit points he can acquire is that the sword will only drain 200 levels before it becomes sated (this satiety lasts 8 hours). The strength and hit points added last 10 turns, and then Elric reverts to normal. When wielding Stormbringer, Elric's movement is 15" and his effective armor class is -6. It also confers to Elric an 85% magic resistance.

In battle, Stormbringer makes an evil, eager moaning, and gives off a weird black radiance. Creatures with less than 5 hit dice confronted with the black blade must save vs. death or flee in panic. It has been known to act as a dancing sword at Elric's command, but there is only a 15% chance of this.

If Elric is separated from Stormbringer, there is a 60% chance that he will be able to summon it to him, even from another plane.

Stormbringer is in all ways evil. Its purpose is to eat souls, thereby damning them to a horrible eternal death. Sometimes, in battle, Elric and the sword go into a killing frenzy, and slay everything within range, including Elric's friends, whose souls the sword particularly enjoys stealing.

MOONGLUM  (hero)

ARMOR CLASS: 2
MOVE: 12"
HIT POINTS: 98
NO. OF ATTACKS: 4
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SIZE: M (5½')
ALIGNMENT: Neutral
CLERIC/DRUID: Nil
FIGHTER: 14th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 13th level thief
MONK/BARD: 5th level bard
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
S: 17 (+1, +1)    I: 11    W: 9    D: 19    C: 18    CH: 15

Born to be a companion to heroes, Moonglum came from the distant east. Ambidextrous, he fights with a sword in either hand at no penalty, due to his high dexterity. He is the friend, helper, procurer, and servant to Elric in many of his travels. Always dapper and looking for his next meal and bed, this mortal deals with the earthly matters that his companion Elric has no time for.

Fear of Stormbringer makes most enemies attack Elric, giving Moonglum many openings at their unguarded foes. He cheerfully slays any who would attack Elric, though his friend's evil tendencies worry him at times.

ARIOCH  The Knight of the Swords

Greater god

ARMOR CLASS: -2
MOVE: 18"/18"
HIT POINTS: 379
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 7-42 (+14)
SPECIAL ATTACKS: Sword (see below)
SPECIAL DEFENSES: Etherealness
MAGIC RESISTANCE: 90%
SIZE: Variable
ALIGNMENT: Chaotic evil
WORSHIPPER'S ALIGN: Chaotic evil
SYMBOL: Circle with red arrows radiating from it in all directions
PLANE: Special
CLERIC/DRUID: 20th level cleric (no healing spells)
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: 20th level in each
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: 10th level bard
PSIONIC ABILITY: I
S: 25 (+7,+14)    I: 25    W: 21    D: 25    C: 25    CH: Variable

The god Arioch usually takes his magical or fighting abilities into the Prime Material Plane. This god of Chaos is Elric's patron. He always distains the use of armor in battle and fights with a sword that also acts as a rod of cancellation. This sword appears in any plane where the god takes on his fighting attribute. Those beings who know the proper rituals may attempt to summon Arioch from his home dimension. Would-be summoners who pledge themselves to him and offer him human sacrifices may request aid or advice from Arioch, and if it suits his mood and increases his power on the Prime Material Plane, he may grant their request.

Arioch is arrogant and short of temper. He expends a great deal of effort to appear incredibly handsome to whatever kind of creature he is dealing with.

ASSASSINATOR OF THE GODS

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 12"/24"
HIT DICE/POINTS: 100 hp
% IN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-20/2-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Wings (see below)
MAGIC RESISTANCE: 90%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (9')
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/6,200
     

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
ARMOR CLASS: 4
MOVE: 6"/18"
HIT DICE/POINTS: 8 HD
% IN LAIR: 85%
TREASURE TYPE: G
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-12/1-12
SPECIAL ATTACKS: Rending
SPECIAL DEFENSES: Immune to fear, never surprised
MAGIC RESISTANCE: 25%
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8')
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VI/650 + 10 per hp
     

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.

DARNIZHAAN

Lesser god

ARMOR CLASS: -8
MOVE: 18"/24"
HIT POINTS: 300
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-60/6-60
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 95%
SIZE: L (20')
ALIGNMENT: Neutral evil
WORSHIPPER'S ALIGN: Neutral evil
SYMBOL: Dirty clenched fist
PLANE: Prime Material Plane
CLERIC/DRUID: 14th level druid
FIGHTER: 20th level fighter
MAGIC-USER/ILLUSIONIST: 15th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: II
S: 25 (+7,+14)    I: 25    W: 13    D: 25    C: 25    CH: 16

Among the "Dead Gods", Darnizhaan was the greatest. These beings with godly attributes ruled over all before the day of the gods of law and chaos. He was the god of the earth, but now fears all the new gods that roam the planes. He will not come near a new god or one of their creatures.

Darnizhaan cannot be hurt by manufactured items of any type. There is a 5% chance that he will attack those that dig deeply into the earth (more than 100 feet) if they are not associated with law or chaos.

This god fights with his fists, doing 6-60 points of damage with each.

DHARZI HUNTING DOG

FREQUENCY: Very rare
NO. APPEARING: 3-12
ARMOR CLASS: 4
MOVE: 15"
HIT DICE/POINTS: 5 HD
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (5' at the shoulder)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: III/90 + 5 per hp

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.

DRAGONS OF MELNIBONÉ

Through they come in many colors, these dragons are similar in nearly all ways to red dragons. They are used in war by the Melnibonéans as steeds, and they are feared by all the enemies of this race. Their breath weapon differs slightly from that of the standard red dragon in that it is a blast of highly volatile liquid, much like Greek Fire (though the range, cone and damage are the same as for red dragons). The dragon-riders are reluctant to use their dragons in battle except in extreme emergency, as the dragons always return to their caves and become dormant for long periods after great exertion. A Melnibonéan dragon will sleep a number of years equal to its age level after any prolonged activity.

DONBLAS THE JUSTICE MAKER

Greater god

ARMOR CLASS: -6
MOVE: 15"/24"
HIT POINTS: 400
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-30 (+14)
SPECIAL ATTACKS: Magic ability
SPECIAL DEFENSES: Displacement
MAGIC RESISTANCE: 50%
SIZE: M (7')
ALIGNMENT: Lawful good
WORSHIPPER'S ALIGN: Lawful good
SYMBOL: Amber arrow pointing upward
PLANE: Special
CLERIC/DRUID: 20th level cleric
FIGHTER: 25th level fighter
MAGIC-USER/ILLUSIONIST: 30th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level in each
PSIONIC ABILITY: I
S: 25 (+7,+14)    I: 25    W: 25    D: 25    C: 25    CH: 25

The god is incredibly beautiful, so much so that beings of less than the 12th level fall down and worship him no matter what their alignment. He was driven off the Prime Material Plane by the forces of Chaos and waits to be summoned back (for he is called the Justice Maker, and intends to do just that if given the chance).

His weapon is a rod that incorporates a group of several weapons: a mace of disruption, a hammer of thunderbolts, and a rod of lordly might. It does 3-30 points of damage on a hit. This weapon comes with the deity to any plane where he takes his fighting attribute.

ELENOIN

FREQUENCY: Very rare
NO. APPEARING: 20-200
ARMOR CLASS: 6
MOVE: 12"
HIT DICE/POINTS: 55 hp
% IN LAIR: 95%
TREASURE TYPE: A
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 25%
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M (6')
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII/1,670

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.

FILEET  (lady of the birds)

Demigoddess

ARMOR CLASS: -2
MOVE: 18"/96"
HIT POINTS: 176
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 10-60 (wings)/5-50 (beak)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: L
ALIGNMENT: Chaotic neutral
WORSHIPPER'S ALIGN: Chaotic neutral (birds)
SYMBOL: Any bird image
PLANE: Demi-plane of birds
CLERIC/DRUID: Nil
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level bard
PSIONIC ABILITY: Nil
S: 23    I: 23    W: 23    D: 25    C: 20    CH: 23
     

Fileet is a 40 feet tall golden eagle with a wing span of 120 feet. She has the ability to sense anything seen by any avian type. Her wings and beak are terrible weapons, but she usually calls upon 1-100 of any type of predatory bird to do her attacking for her.

As with the other Master types, she does not have a large human following, but all avian kind do her homage.

GRAHLUK

FREQUENCY: Very rare
NO. APPEARING: 20-200
ARMOR CLASS: -2
MOVE: 15"
HIT DICE/POINTS: 70 hp
% IN LAIR: 50%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 95%
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (20')
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/6,650

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.

GROME  (lord of the earth, king of the land below the roots)

Lesser god

ARMOR CLASS: -5
MOVE: 18" (48")
HIT POINTS: 335
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 8-80
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
SIZE: L (20')
ALIGNMENT: Neutral
WORSHIPPER'S ALIGN: Neutral
SYMBOL: Petrified oak
PLANE: Elemental Plane of Earth
CLERIC/DRUID: See below
FIGHTER: 18th level ranger
MAGIC-USER/ILLUSIONIST: See below
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI
S: 25 (+7,+14)    I: 10    W: 10    D: 15    C: 25    CH: 13

The king of the earth elementals, Grome can cross any body of water without penalty, can use any spell involving plants, animals, the earth, or things affecting the earth as a 50th level spell caster, and can summon 1-20 16 HD earth elementals to fight by his side at any time.

Grome looks like a huge gnarled and earth-colored oak, though he seems much more dense and powerful than any plant could be. No barrier, magical or otherwise, can withstand the force of his fist.

Grome has few mortal worshippers, but earth elementals and creatures living under the ground pay him homage.

HAAASHASTAAK  (master of all lizardkind)

Demigod

ARMOR CLASS: -3
MOVE: 21"
HIT POINTS: 197
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-70
SPECIAL ATTACKS: Never misses
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 75%
SIZE: L (60' tall)
ALIGNMENT: Neutral
WORSHIPPER'S ALIGN: Neutral (reptiles)
SYMBOL: Lizard head
PLANE: Demi-plane of reptiles
CLERIC/DRUID: Nil
FIGHTER: 20th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI
S: 25    I: 11    W: 3    D: 19    C: 24    CH: 4
     

Haaashastaak appears much like a giant tyrannosaurus rex. If, after summoning him, the caller lacks the proper means to send him back, he will eat the caller and then disappear. Returning him requires the power of a wish. The creature does 7-70 points of damage with each bite and never misses.

While he has no human worshipers, he is revered by all reptilian types. He is aware of anything within the sensing range of any lizard.

KAKATAL  (the fire lord)

Lesser god

ARMOR CLASS: -2
MOVE: 24"
HIT POINTS: 289
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 6-48
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +4 or better weapon to hit, plus see below
MAGIC RESISTANCE: 50%
SIZE: L (20' tall)
ALIGNMENT: Chaotic neutral
WORSHIPPER'S ALIGN: See below
SYMBOL: Three flames
PLANE: Elemental Plane of Fire
CLERIC/DRUID: Nil
FIGHTER: 18th level fighter
MAGIC-USER/ILLUSIONIST: See below
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S: 25 (+7, +14)    I: 20    W: 8    D: 20    C: 25    CH: 7

A lord of the fire elementals, Kakatal is able to use all fire spells as a 30th level spell caster. The heat of his body does 4-40 points of damage to any who come within 20 feet of it. He strikes with his flaming "fist" for 6-48 points of damage. No amount of water or fire can affect this being, and he can summon 1-10 16 HD fire elementals whenever he wishes.

While he has no human worshipers, all fire creatures pay Kakatal homage.

KELMAIN

FREQUENCY: Very rare
NO. APPEARING: See below
ARMOR CLASS: 2
MOVE: 12"
HIT DICE/POINTS: See below
% IN LAIR: 85%
TREASURE TYPE: H
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')
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: 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.

MEERCLAR  (mistress of catkind)

Demigoddess

ARMOR CLASS: -2
MOVE: 30"
HIT POINTS: 152
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 6-72/6-72 (claws)/10-100 (bite)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: L (20' at the shoulder)
ALIGNMENT: Chaotic neutral
WORSHIPPER'S ALIGN: Chaotic neutral (cats)
SYMBOL: Cat's claws
PLANE: Demi-plane of cats
CLERIC/DRUID: 14th level druid
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S: 25 (+7, +14)    I: 22    W: 13    D: 25    C: 20    CH: 21
     

A giant sabre-tooth tigress is the usual form of this being. When summoned, she will rarely choose to appear in person, but will work through a cat in or near the area. She is able to see from the eyes of any feline at any time. If she is forced to come herself, she will attempt to kill the caller.

While there are not many human worshipers of this being, all felines pay her homage.

MISHA  (lord of the giants)

Lesser god

ARMOR CLASS: -2
MOVE: 72"
HIT POINTS: 189
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 8-64
SPECIAL ATTACKS: Whirlwind
SPECIAL DEFENSES: +4 or better weapon to hit, plus see below
MAGIC RESISTANCE: 50%
SIZE: L (30' tall)
ALIGNMENT: Neutral
WORSHIPPER'S ALIGN: Neutral (air elementals)
SYMBOL: Tornado
PLANE: Elemental Plane of Air
CLERIC/DRUID: Nil
FIGHTER: 18th level fighter
MAGIC-USER/ILLUSIONIST: See below
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI
S: 25 (+7, +14)    I: 19    W: 13    D: 22    C: 25    CH: 10
     

Misha is a lord of the air elementals and as such has control over many beings on the Elemental Plane of Air. In 3 melee rounds the being can form into a 30" high whirlwind that does 6-60 points of damage to all it touches. This force has a bottom diameter of 6" and an upper span of 18". Misha can also strike normally for 8-64 points of damage.

Misha is not affected by any physical weaponry launched into the air at him, and can summon 1-20 16 HD air elementals to aid him in any battle.

Misha is able to use all spells involving weather and wind as a 20th level magic-user, druid, or cleric.

The god is not worshiped by humans, but many air elementals pay homage to the being.

MIST GIANT

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -6
MOVE: 9"
HIT DICE/POINTS: 12 HD
% IN LAIR: 25%
TREASURE TYPE: H
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 3-18 (X 4)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon needed to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8')
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/4,950 + 16 per hp

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
ARMOR CLASS: -4
MOVE: 15"
HIT DICE/POINTS: 80 hp
% IN LAIR: 95%
TREASURE TYPE: H
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-42
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Shield
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic neutral
SIZE: L (21' tall)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/6,391
     

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
ARMOR CLASS: 8
MOVE: 12"/24"
HIT DICE/POINTS: 4 HD
% IN LAIR: 50%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 5%
INTELLIGENCE: Average to very
ALIGNMENT: Neutral good
SIZE: M (6')
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: III/125 + 4 per hp

Winged humanoids with hawkish faces and a wing span of ten feet, the Myyrrhn are very fond of fighting in the air and try to avoid combat on the ground. When they are reduced to less than 5 hit points they will fly away, leaving their comrades to continue the battle. They generally use swords in battle. Their hereditary enemies are a race of giant owls (see AD&D MONSTER MANUAL).

NIHRAIN HORSE

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 24"
HIT DICE/POINTS: 10 HD
% IN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (8' at the shoulder)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII/1,950 + 14 per hp
     

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.

NNUUURRRR'C'C'  (master of the insect swarm)   "King with Wings"

Demigod

ARMOR CLASS: -2
MOVE: 12"/48"
HIT POINTS: 300
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-40
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Fear aura
MAGIC RESISTANCE: 15%
SIZE: L (40' tall)
ALIGNMENT: Neutral
WORSHIPPER'S ALIGN: Neutral (insects)
SYMBOL: Mosquito
PLANE: Demi-plane of insects
CLERIC/DRUID: Nil
FIGHTER: 18th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S: 25    I: 10    W: 3    D: 20    C: 25    CH: -6
     

This giant mosquito with a wing span of 140 feet would fill any being with horror. It hates to be summoned; there is a 55% chance that it will do what the summoner asks and then attempt to kill him or her. Beings of less than 8th level will run in fear from it as if affected by a fear spell (no saving throw).

Any creature hit by its proboscis must save vs. poison at -4 or die instantly. Even if the victim saves, it will suffer 4-40 points of damage (blood drain).

While this being has few human worshipers, all insect races do it homage.

NURU-AH  (master of cattle)

Demigod

ARMOR CLASS: -2
MOVE: 15"
HIT POINTS: 200
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 100%
SIZE: L (20' at shoulder)
ALIGNMENT: Neutral
WORSHIPPER'S ALIGN: Neutral (bovines)
SYMBOL: Two cow horns
PLANE: Demi-plane of cattle
CLERIC/DRUID: See below
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S: 25    I: 15    W: 25    D: 15    C: 25    CH: 9
     

Nuru-ah looks like a giant cow. It is totally pacifistic and its only function is to cure the sick and wounded. It can cure or raise any creature once per summoning. Any being with a wound or loss of hit points will not be able to attack this deity.

While Nuru-ah has few human worshipers, it is worshiped by all bovines.

OONAI

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -2
MOVE: 12"
HIT DICE/POINTS: 10 HD
% IN LAIR: 40%
TREASURE TYPE: F
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)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII/1,950 + 14 per hp
     

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.

PYARAY  "Whisperer of Impossible Secrets"

Lesser god

ARMOR CLASS: -2
MOVE: 12"
HIT POINTS: 250
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 5-40 each
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: L (10' tall)
ALIGNMENT: Chaotic evil
WORSHIPPER'S ALIGN: Chaotic evil
SYMBOL: Blue gem with 8 rays emanating from it
PLANE: Prime Material Plane
CLERIC/DRUID: Nil
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: 10th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S: 25    I: 23    W: 9    D: 18    C: 24    CH: -6

This terrible being is the Lord of the Ocean Abysses. He appears as a huge blood red octopus with a pulsing blue gem fixed atop his head. He attacks with his six tentacles for 5-40 points of damage each. He will not lose his last 10 hit points until his gem is crushed; this gem has all the hardness of any high quality diamond.

Pyaray commands the Chaos fleet, a flotilla of sunken ships manned by undead sailors.

QUAOLNARGN

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -4
MOVE: 12"
HIT DICE/POINTS: 150 hp
% IN LAIR: 75%
TREASURE TYPE: H
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: +2 or better weapon needed to hit, plus see below
MAGIC RESISTANCE: 85%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (8' tall and wide)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: X/21,450
     

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).

ROOFDRAK  (master of all dogs)

Demigod

ARMOR CLASS: -2
MOVE: 18"
HIT POINTS: 97
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 9-90
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 10%
SIZE: L (13' tall)
ALIGNMENT: Neutral
WORSHIPPER'S ALIGN: Neutral (canines)
SYMBOL: Wolfhound's head
PLANE: Demi-plane of dogs
CLERIC/DRUID: Nil
FIGHTER: 15th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level bard
PSIONIC ABILITY: VI
S: 23 (+5, +11)    I: 20    W: 20    D: 21    C: 22    CH: 19
     

Roofdrak appears as a giant wolfhound with an upright stance and manipulative paws. He uses a huge lead mace in battle and is able to sense anything within the sensory range of any canine. In battle, he can summon 1-100 dire wolves to fight by his side.

While he has few human worshipers, all canines are aware of him and pay him homage.

STRAASHA  (lord of the water elementals)

Lesser god

ARMOR CLASS: -2
MOVE: 12"/ /36"
HIT POINTS: 189
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 8-48/8-48
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +4 or better weapon to hit, immune to heat attacks
MAGIC RESISTANCE: 50%
SIZE: L (10')
ALIGNMENT: Neutral
WORSHIPPER'S ALIGN: Neutral (water elementals)
SYMBOL: Wave of water
PLANE: Elemental Plane of Water
CLERIC/DRUID: Nil
FIGHTER: 19th level ranger
MAGIC-USER/ILLUSIONIST: See below
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI
S: 25    I: 15    W: 15    D: 20    C: 25    CH: 22

This creature appears as a huge humanoid with green skin and turquoise hair and beard.

As a ruler of the water elementals, Straasha has double the power of normal water elementals, plus the ability to cast all water spells at the 20th level of magic-use. He is the only one of his type not affected by heat-based attacks. He can summon 3-18 of his kindred to aid him in battle.

Straasha can strike with two waves of water per round that hit for 8-48 points each; these are created by the being out of thin air.

While he has few (if any) human worshippers, many water elementals and water creatures are aware of Straasha and pay him homage.

THELEB K'AARNA (evil wizard)

ARMOR CLASS: 10
MOVE: 12"
HIT POINTS: 44
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SIZE: M (5½')
ALIGNMENT: Lawful evil
CLERIC/DRUID: Nil
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 15th level magic-user/8th level illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
S: 12    I: 18    W: 11    D: 15    C: 17    CH: 7

An evil Pan Tangian wizard, this man was able to call upon demons, elementals of unusual power, and demigods from other planes to aid him. He uses a special 7th level spell bequested to him by his ancestors for all of these summonings. It is said that the spell will only work for those of Pan Tang blood.

Theleb K'aarna is a powerful enemy who often fights Elric, and has tried to kill him on several occasions.

   

VAMPIRE TREES

FREQUENCY: Very rare
NO. APPEARING: 1-20
ARMOR CLASS: 0
MOVE: 12" (leaves only)
HIT DICE/POINTS: 12 HD
% IN LAIR: 100%
TREASURE TYPE: Q (X 5), S
NO. OF ATTACKS: 1-10
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Never surprised
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: L (+25' tall)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/3,850 + 16 per hp

These creatures use their leaves as attacking weapons. They are released from the branches to float downward and attempt to attach themselves (attacking as 12 HD monsters) to a body. When attached, they suck blood, doing 2-8 points of damage per attached leaf. Damage is automatic after the first successful attack, each attached leaf continuing to drain 2-8 hit points per round. The leaves are AC 9, and each has only 2 hit points, plus any hit points drained from the victim. The leaves will return to the tree when any being travels more than 120 yards from the parent tree or when the creature has no blood left. The tree can only control 10 leaves at a time.

Vampire trees save vs. fire at a -2 penalty, and take +1 extra point of damage for every die of damage done by flame. They fear fire, and will never send their leaves near flame.

VULTURE LION

FREQUENCY: Very rare
NO. APPEARING: 3-12
ARMOR CLASS: 2
MOVE: 15"
HIT DICE/POINTS: 15 HD
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 4-24/4-24/3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to fear
MAGIC RESISTANCE: 25%
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: L (10' at the shoulder)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IX/5,600 + 20 per hp

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.

XIOMBARG

Greater god

ARMOR CLASS: -2
MOVE: 18"
HIT POINTS: 376
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 7-42 (+14)
SPECIAL ATTACKS: Shape change
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: 50%
SIZE: M (5')
ALIGNMENT: Chaotic evil
WORSHIPPER'S ALIGN: Chaotic evil
SYMBOL: Image of a slim young girl
PLANE: Special
CLERIC/DRUID: Nil
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: 25th level magic-user
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: II
   
S: 25 (+7,+14)    I: 23    W: 22    D: 25    C: 24    CH: 25

Xiombarg appears on the Prime Material Plane as a slim young girl, and wields a great double-edged battle axe in battle. This is a +4 weapon that glows with a light-blue radiance and inflicts 7-42 points of damage on a hit (plus strength bonus), paralyzing any being hit who does not save vs. this effect.

Xiombarg craves blood and souls (much as Arioch does), and may respond favorably to proper sacrifices.

YYRKOON  (evil hero)

ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 84
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SIZE: M (6½')
ALIGNMENT: Chaotic evil
CLERIC/DRUID: Nil
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: 17th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 5th level bard
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil
S: 16    I: 18    W: 8    D: 15    C: 17    CH: 18

This evil prince of Melniboné is Elric's cousin, and an implacable enemy of his. Yyrkoon can also use many unusual spells which his (and Elric's) ancestors developed. He has been known to fight with Mournblade, twin to Elric's enchanted blade Stormbringer (q.v.). This weapon's abilities are similar in all respects to those of Stormbringer.