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1/13/2015 D20 ELRIC http://www.angelfire.com/games4/doctorwhoeyespy/d20elric.html 1/12 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

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a d20 Conversion Document for Moorcock's Elric

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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 FantasyCampaign 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 themeither 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 PointsPoints Action3 For each Lawful human converted to Chaos1 For each human soul slain and dedicated to Patron Lord=CR Kills an elemental1 For Destroying an Item of Virtue10 For making a pilgrimage to Hwaamgaal in Pang Tang6 For meeting the Theocrat of Chaos1D10 For participating in a military attack on a Lawful nation1D6 For each new shrine of Chaos founded2D6 For each new temple of Chaos founded1D4 For each time the adventurer uses a random method to decide its next course of action in

the course of the game2 For each elemental priest slain2 For each Lawful priest slain4 For each Lawful Agent slain8 For each Lawful Champion slain1 For each bound demon2 For each Characteristic point sacrificed to Chaos1 Frees someone2 Invocation restores someone’s life1 Learns magic (per spell level)1 Murders1 Rescues someone from danger2 Invokes a Lord of Chaos1 For each demon summoned1 Takes advantage1 Takes revenge1 Tells a significant lie1 Speaks with the dead1 Steals something important1 Wounds someone

Gaining Law PointsPoints Action3 For each Chaotic human converted to Law1 For each Chaotic human slain=CR Kills an elemental=CR Kills an demon20 For making a pilgrimage to Kaneloon15 For meeting Myshella, Empress of the Dawn1D10 For participating in a military attack on a Chaotic nation1D6 For each new shrine of Law founded2D6 For each new temple of Law founded1 For each elemental slain2 For each elemental priest slain3 For each Chaotic priest slain

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5 For each Chaotic Agent slain10 For each Chaotic Champion slain1 For each Item of Virtue owned1 Invocation restores someone’s life1 For each skill over 100%1 charity1 Rescues someone from danger5 Invokes a Lord of Law­1 Tells a significant lie­5 For each demon summoned

Gaining Neutral PointsPoints Action3 For each Chaotic or Lawful human converted to the Balance20 For making a pilgrimage to Tanelorn15 For meeting a Grey Lord1 For each 20% known of the skills Insight and Million Spheres known (e.g. 80% = 8

points)1 Frees someone1 Gives charity1 Heals someone mortally ill1 Imprisons some one3 Loves another1 Makes something unique and beautiful2 Rescues someone from danger1 Tells a significant truth­1 Speaks with the dead­2 Invocation restores someone’s life­5 Object­binds 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 hebegins 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, evennon­class 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 everyChaotic points a character begins with and gains during the course of a campaign they purchase a spell whose spell level is equal to the ChaosPoints 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+DexterityModifier. 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, weaponproficiency (one group). Experienced: +4 skill points to craft, disguise, dodge, evaluate, knowledge­natural world, knowledge­physical sciences, Navigation, PickPocket, Ride, Sailing, Scribe, and trap, with the following feats: weapon proficiency (one group).

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Quick­witted: +4 skill points to conceal object, disguise, evaluate, fast talk, hide, insight, knowledge­ natural world, oratory, own language, picklock, 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, andsearch, 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 orOffense Option. Defense Option Skill Points: 11+Int Modifierx4 at first level; 11+Int Modifier foreach level after first. Level Base Save

Progression 1Base Save

Progression 2Base Save

Progression 3Base Attack

Bonus1st +0 +2 +2 +02nd +0 +3 +3 +13rd +1 +3 +3 +14th +1 +4 +4 +25th +1 +4 +4 +26th +2 +5 +5 +37th +2 +5 +5 +38th +2 +6 +6 +49th +3 +6 +6 +410th +3 +7 +7 +511th +3 +7 +7 +512th +4 +8 +8 +613th +4 +8 +8 +614th +4 +9 +9 +715th +5 +9 +9 +716th +5 +10 +10 +817th +5 +10 +10 +818th +6 +11 +11 +919th +6 +11 +11 +920th +6 +12 +12 +10

­Offense Option Skill Points: 10+Int Modifierx4 at first level; 10+Int Modifier foreach level after first. Level Base Save

Progression 1Base Save

Progression 2Base Save

Progression 3Base Attack

Bonus1st +0 +0 +2 +12nd +0 +0 +3 +23rd +1 +1 +3 +34th +1 +1 +4 +45th +1 +1 +4 +56th +2 +2 +5 +67th +2 +2 +5 +78th +2 +2 +6 +89th +3 +3 +6 +910th +3 +3 +7 +1011th +3 +3 +7 +1112th +4 +4 +8 +1213th +4 +4 +8 +1314th +4 +4 +9 +1415th +5 +5 +9 +1516th +5 +5 +10 +1617th +5 +5 +10 +1718th +6 +6 +11 +1819th +6 +6 +11 +19

+6 +6 +12 +20

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20th

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 orSorcerer classes in D20 Elric, so anyone with an Intelligence and Power at 16 or above may learn spells. But remember, learning and castingSorceries 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 limitthe availability of spells, such as in the example below:

A Melnibonean Grimoire

From: Shannon Appelcline [email protected]

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 onto any who ask. It is a corrupting influence, the tool of Chaos, butstill, mortals of the Young Kingdoms are willing to accept it, for itmakes them strong. However, even Chaos is somewhat discerning. Thegreatest spells are saved for the beloved of Chaos. What follows aresome of the known spells of the Melniboneans. These are not spellsthat should be easily available to adventures. Rather, they aremagics which might be known by foes or patrons. Alternatively, theycould be discovered in an ancient grimoire, the goal of a long quest. [All of these spells are drawn directly from the Elric books wherethey 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 thepulsating stone, stretched out his left hand and rested it uponMyshella's navel, and he began a chant in an ancient tongue that hadbeen 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 magicalsleep (see The Runesleep below). However, in order for this spell tohave its affect, a rare Nanorian is needed. These magical gems formthe hearts of some of the greater demons of Chaos (see the rumors onpage 102 of ELRIC!). After the spell is completed, the sleeper willawaken 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, awhole area of the surrounding hillside split into cracks, and yawningcrannies appeared in the surface... With a frightful, multi­voicedscream, 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

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dead which are walking the Earth. Bound up with ancient agreementswith Grome, this spell is one of the less reliable of the Melnibonespells. A LUCK roll is required for it to work at all. Even if theroll is successful, 1d8 combat rounds will pass before the earthresponds. When the earth does finally open up to swallow the dead,the results can be quite cataclysmic. Nearby dwellings may bedestroyed, and unfortunates who stand too close to the dead might bedragged to their doom. Dead beings of great power may be able toresist the effects of this spell, for Grome is both wary and indolent.

Hell's Fortress (1st­4th Levels) [Spells of War] "But the door resisted as it should not have resisted. `Sealed bysorcery 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 ofprotection to walls, doors and other similar structure. Each cast ofthe 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 tomove 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 ofMelnibone from the youngest age. Creates a small whirlwind of air,just a few feet tall, that may meander about a small area. Usuallyharmless, 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 runespainted on her flesh and the runes were, in themselves, obscene. Hereyelids were heavy and she did not at first recognise them... Thebody was oddly cold." ­Elric of Melnibone II, 8 Range is touch. Chaotic. Before the spell may be incanted, certainrunes must be drawn upon the flesh of the victim. If these runes arenot drawn perfectly, the spell will utterly faily. When the spell iscomplete, the sorcerer expends 4 magic points. If a POW:POW thensucceeds, the victim falls into an eternal sleep. The caster mustexpend one point of POW at this time. Only the caster himself, orcertain spells may break this sleep. The most powerful of people(those with POWs beyond the range of humans) may escape the runesleepfor a short time, but even they will eventually succumb. The Pan Tangians too know of this spell (TVT I, 5). As theMelniboneans slowly descend into obscurity, it is the Pan Tangians whoare becoming the new race of Chaos.

Spark of Life (4th Level) [Spells of the Unseen World] "Slowly, with jerky movements, the creature raised itself stifflyupright and pointed a clawed finger... its glazed eyes staring as ifbeyond." ­Stormbringer I,1 Range is touch. Chaotic. Spark of Life is a summoning. It causesthe spirit of a dead creature to reanimate its corpse. A number ofmagic points equal to the magic points of the spirit being summonedmust be expended (in addition to the original four). The spirit ofthe dead could be bound, just as a demon or elemental, although doingsuch would be very dangerous. When the summoning is complete, the resulting revenant is slow andclumsy, 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 whouse this spell should be warned, for the lords of the nether realmsare usually not pleased with having the souls of their subjectsdisturbed.

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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 foulenchantmants (notable among them, the soul stealing abilities of Stormbringer). However, in turn, the sorcerer also increases his vulnerability. If the animal which holds thesorcerer'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 limitedto 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 GODSFREQUENCY: UniqueNO. APPEARING: 1PARRY: +20MOVE: 12"/24"HIT DICE/POINTS: 100 hpTREASURE TYPE: Nil ATTACKS: 2 at +20DAMAGE/ATTACK: 2­20/2­20SPECIAL ATTACKS: NilSPECIAL DEFENSES: Wings (see below)SPELL RESISTANCE: +20INTELLIGENCE: AverageALIGNMENT: Chaotic evilSIZE: L (9')CR: 20

This terrible creature has the form of a humanoid with 50­foot wings. It is covered with peacock­type feathers. It is sometimes sent by the godsof 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 nothurt the creature that round.

CLAKAR

FREQUENCY: Very rareNO. APPEARING: 1­4PARRY: +8MOVE: 6"/18"HIT DICE/POINTS: 8 HD/ 45 ATTACKS: 2 at +8DAMAGE/ATTACK: 1­12/1­12SPECIAL ATTACKS: RendingSPECIAL DEFENSES: Immune to fear, never surprisedSPELL RESISTANCE: +15INTELLIGENCE: LowALIGNMENT: Chaotic evilSIZE: 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 withtheir powerful clawed hands. If both hands hit a single opponent, a clakar will do an additional 1­8 points of damage by rending.

DHARZI HUNTING DOG

FREQUENCY: Very rareNO. APPEARING: 3­12PARRY: +5MOVE: 15"HIT DICE/POINTS: 5 HD/ 25NO. OF ATTACKS: 3 at +5

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DAMAGE/ATTACK: 1­4/1­4/2­12SPECIAL ATTACKS: NilSPECIAL DEFENSES: NilMAGIC RESISTANCE: N/AINTELLIGENCE: AnimalALIGNMENT: NeutralSIZE: L (5' at the shoulder)CR: 5

Created by a long­dead 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. Thesethings 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 rareNO. APPEARING: 20­200PARRY: +11MOVE: 12"HIT DICE/POINTS: 55 hp% IN LAIR: 95%TREASURE TYPE: ANO. OF ATTACKS: 3 at +11DAMAGE/ATTACK: 1­10SPECIAL ATTACKS: NilSPECIAL DEFENSES: NilSPELL RESISTANCE: +15INTELLIGENCE: AverageALIGNMENT: NeutralSIZE: M (6')CR: 11

When summoned, the Elenoin appear as tall women with flaming red hair and shark­like teeth. They whirl two­handed swords to deadly effect. They fight as 10th levelfighters 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 ape­likeenemies appear, the Elenoin will break off whatever they are doing and start fighting their hereditary enemies.

GRAHLUK

FREQUENCY: Very rareNO. APPEARING: 20­200PARRY: +16MOVE: 15"HIT DICE/POINTS: 70 hp NO. OF ATTACKS: 1 at +16DAMAGE/ATTACK: 3­18SPECIAL ATTACKS: NilSPECIAL DEFENSES: NilSPELL RESISTANCE: +20INTELLIGENCE: LowALIGNMENT: NeutralSIZE: 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 ape­like 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 thedeath of the Elenoin race, and after defeating them in any battle, the Grahluks will then kill themselves as well.

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KELMAIN

FREQUENCY: Very rareNO. APPEARING: See belowPARRY: Determined by levelMOVE: 12"HIT DICE/POINTS: See below NO. OF ATTACKS: 1DAMAGE/ATTACK: By weapon typeSPECIAL ATTACKS: NilSPECIAL DEFENSES: Immune to petrification and paralysisMAGIC RESISTANCE: StandardINTELLIGENCE: VeryALIGNMENT: Chaotic neutralSIZE: M (6')CR: Variable

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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 squareeyes. The Kelmain fight in golden­colored armor and usually wield gold­colored broadswords. When summoned, they will fight on the summoner's plane until the battle iswon, and then keep the land they have fought over. They appear in fighting forces of 10­10,000 depending on the power and desires of the summoner (and the referee'sdiscretion).

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

Number of Troops Additional Leader5 1st level 2nd level10 3rd level50 4th level250 5th level

1,000 6th level5,000 7th level10,000 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 thousandthird 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 rareNO. APPEARING: 1PARRY: +14MOVE: 9"HIT DICE/POINTS: 12 HD/ 60NO. OF ATTACKS: 4 at +14DAMAGE/ATTACK: 3­18 (X 4)SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better weapon needed to hitMAGIC RESISTANCE: N/AINTELLIGENCE: LowALIGNMENT: Chaotic evilSIZE: L (8')CR: 14

Mist giants are strange and evil denizens of the swamps with white fog­like bodies. They have a shapeless head with yellow eyes atop of their form. They have 4 armsending 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 upperbody.

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 1­5 (d6) chance in fog.

MORDAGZ

FREQUENCY: UniqueNO. APPEARING: 1PARRY: +16MOVE: 15"HIT DICE/POINTS: 80 hp NO. OF ATTACKS: 1at +16DAMAGE/ATTACK: 7­42SPECIAL ATTACKS: NilSPECIAL DEFENSES: ShieldMAGIC RESISTANCE: N/AINTELLIGENCE: VeryALIGNMENT: Chaotic neutralSIZE: 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 hisresponsibility 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 usedby 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 eight­arrowed symbol of Chaos.

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

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MYYRRHNFREQUENCY: RareNO. APPEARING: 3­30PARRY: +4MOVE: 12"/24"HIT DICE/POINTS: 4 HD/ 20 NO. OF ATTACKS: 1 at +4DAMAGE/ATTACK: By weapon typeSPECIAL ATTACKS: NilSPECIAL DEFENSES: NilSPELL RESISTANCE: +11INTELLIGENCE: Average to veryALIGNMENT: Neutral goodSIZE: M (6')CR: 4

NIHRAIN HORSE

FREQUENCY: Very rareNO. APPEARING: 1PARRY: +10MOVE: 24"HIT DICE/POINTS: 10 HD/ 50 NO. OF ATTACKS: 3 at +10DAMAGE/ATTACK: 1­10/1­10/2­8SPECIAL ATTACKS: NilSPECIAL DEFENSES: See belowSPELL RESISTANCE: +15INTELLIGENCE: AverageALIGNMENT: NeutralSIZE: 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 notinflict 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 orother 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

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NO. APPEARING: 1­4PARRY: VariableMOVE: 12"HIT DICE/POINTS: 10 HD/ 50 NO. OF ATTACKS: VariableDAMAGE/ATTACK: VariableSPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: StandardINTELLIGENCE: AverageALIGNMENT: Chaotic neutralSIZE: L (5' at shoulder)CR: 10

These beings are natural shape changers and are fully capable of using all the chosen shape's non­magical powers. They will change only into monster or beast types andwill 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 ACof ­2 and their original hit points, regardless of form. No one knows what their actual form looks like.

QUAOLNARGN

FREQUENCY: UniqueNO. APPEARING: 1PARRY: +30MOVE: 12"HIT DICE/POINTS: 150 hp NO. OF ATTACKS: 1 at +30DAMAGE/ATTACK: 1­10SPECIAL ATTACKS: Energy drainSPECIAL DEFENSES: +2 or better weapon needed to hit, plus see belowSPELL RESITANCE: +17INTELLIGENCE: AverageALIGNMENT: Chaotic evilSIZE: L (8' tall and wide)CR: 30

A giant toad­shaped 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 1­10 points normaldamage.

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 rareNO. APPEARING: 3­12PARRY: +15MOVE: 15"HIT DICE/POINTS: 15 HD/ 75% IN LAIR: 0%TREASURE TYPE: NilNO. OF ATTACKS: 3 at +15DAMAGE/ATTACK: 4­24/4­24/3­18SPECIAL ATTACKS: NilSPECIAL DEFENSES: Immune to fearSPELL REISSTANCE: +15INTELLIGENCE: LowALIGNMENT: Chaotic neutralSIZE: 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 ofLimbo 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.

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