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« Fantastic Four #539 | Main | D&D Tips 'n' Tricks, volume 2: Equipment »

The Lost Gods

Wayne found websites that have the Lovecraftian and Melnibonean pantheons that were cut out of the original 1st Edition AD&D Deities and Demigods books. Just in case these sites ever go away, i'm reprinting the stats for Cthulu and Elric:





CTHULHU
Greater god

ARMOR CLASS: 2
MOVE: 18"/36"
HIT POINTS: 400
NO. OF ATTACKS: 30
DAMAGE/ATTACK: 1-10 (x30)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to magical control, +2 or better weapon to hit, regeneration
MAGIC RESISTANCE: 80%
SIZE: L (100' tall)
ALIGNMENT: Chaotic evil
WORSHIPER'S ALIGN: Chaotic evil
SYMBOL: Image of Cthulhu
PLANE: Prime Material Plane
CLERIC/DRUID: Nil
FIGHTER: As 16+ HD monster
MAGIC-USER/ILLUSIONIST: 20th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
Str: 25 (+7, + 14)
Int: 20
Wis: 23
Dex: 20
Con: 25
Cha: -7


Cthulhu is a bloated humanoid form 100 feet high with an octopoid head and a face of tentacle-like cilia. It has scaly, rubbery skin, and prodigious hands and feet with curved talons. A pair of folded bat-like wings protrude from between its shoulders.

"Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn." -- "In his house in R'lyeh dead Cthulhu waits dreaming." R'lyeh is a great sunken city of non-Euclidian geometry hidden somewhere beneath the ocean. So bizarre is its construction that anyone entering the city (which occasionally rises above the waves) must make saving throws at +4 against fear and insanity. Cthulhu lies in a huge stone structure sealed with the Elder Sign (q.v.). If the seal is broken and the god released, everyone (and/or everything) in a radius of 100 miles must make a saving throw against death or go insane. This insanity lasts for a number of months equal to the creature's intelligence.

Cthulhu usually attacks both physically and psionically. He can regenerate 10 hit points per melee round. He teleports up to one-half mile at will and is totally immune to the effects of water, cold, and vacuum. He can call up from the sea 10-100 of the Deep Ones. He will retreat into his lair if confronted with an intact Elder Sign, another of the Old Ones (such as Hastur), or some natural catastrophe, such as the re-sinking of the city of R'lyeh into the sea.

Cthulhu is served by the Deep Ones as well as his human worshipers, who often interbreed with fish-men. Cthulhu's cult is usually hidden and secret, and is dedicated to bringing about Cthulhu's return and conquest of the world.


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
Str: 6 (15)
Int: 18
Wis: 17
Dex: 17
Con: 3 (15)
Cha: 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 Melnibonean 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.

By fnord12 | August 7, 2006, 10:12 AM | D&D