TEXT: The Cthulhu Mythos was first revealed in a group of related stories by the 
  American writer H. P. Lovecraft. Beginning with "The Call of Cthulhu'" in 
  Weird Tales, Lovecraft began referring in his horror stories to a pantheon 
  of beings known as the Old Ones, who had descended to Earth from the 
  stars in pre-human times. First worshiped by the non-human races of the 
  planet, the Old Ones were later banished or locked away by the elder 
  gods. The elder gods do not enter into the stories much, and their identity is 
  a mystery. They left the Old Ones weakened, but not destroyed. When 
  man appeared, he found t[aces of the older civilizations and remnants of 
  the pre-human races. Religions grew up around the Old Ones and legends 
  of their imminent return to power-- especially around Cthulhu. Bits of the 
  old lore were discovered and transcribed into books> extremely dangerous 
  books. 
  Lovecraft's friends (who included Clark Ashton Smith, Frank Belknap Long, 
  Robert Bloch, Robert E. Howard and August Derleth), wrote stories that 
  "tied in" with the discovery of pre-human relics, the revival of ancient 
  worship, or the consequences of finding a "forbidden book" dealing with 
  the Old Ones and their secrets. No great effort was made to keep these 
  stories consistent with each other. After Lovecraft's death in 1937, August 
  Derleth founded Arkham House publishing company to reprint his works. 
  Oerleth also wrote a number of stories dealing with Lovecraftian themes or 
  based on fragments of Lovecraft's writings. Since then a number of 
  younger authors, outstanding among whom are Lin Carter, Ramsey Camp- 
  bell and Brian Lumley, have written stories based on the growing Cthulhu 
  mythology. 
  Most of the creatures presented here were introduced by the earlier 
  authors: Lovecraft, Derleth and Smith. Derleth introduced the concept of a 
  struggle between the Old Ones and the forces of good. Lovecraft's original 
  concept was far less sanguine--all of his gods were evil and chaotic, and 
  the best mankind could expect from them was indifference. 
  If you have not read any stories in the Clhulhu tradition, start with Love- 
  craft himself, Many of his stories are straight supernatural tales and do not 
  deal with the Old Ones, but "The Call of Cthulhu", "The Whisperer in Dark- 
  ness", "At the Mountains of Madness", "The Dunwich Horror", and "The 
  Shadow Out of Time" give the flavor of his work. Then read the imitative 
  writings of Derleth and the modern writers. Fortunately, most of these 
  stories are gathered into collections of Lovecraft's work and published in 
  paperback. 
  Cults of men, and particularly of non-human creatures, keep alive the wor- 
  ship of the Great Old Ones and anxiously await their return to power. Vari- 
  ous evil magic-users and priests, desirous of superhuman powers, experi- 
  ment with some of the forbidden books (such as The Necronomicon) and 
  occasionally unleash some horror on themselves or their surroundings. 
  Merely speaking the name of one of the Old Ones results in a 5% chance 
  that the god named will hear, for these deities are quite attuned to the 
  Prime Material Plane. If the god does hear its name spoken, it will appear 
  and attempt to kill the being so rash as to speak its name (some of the 
  greater gods will send minions to accomplish this), 
  SPECIAL NOTE: 
  All creatures of nature are very sensitive to the presence of all creatures of 
  the Cthulhu Mythos. They instinctively call out their warning sounds and 
  flee if any of the Old Ones or their minions come within range of their 
  senses. 
  CTHULHU 
  Greater god 
  ARMOR CLASS: 2 
  MOVE: 18"/36" 
  H~T POINTS: 400 
  NO. OF ATTACKS: 30 
  DAMAGE/ATTACK: 
  1-10 (x 30) 
  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 
  S:25(+7, +14) 
  1:20 
  W:23 
  D:20 
  C: 25 
  CH:-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 -t-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 every- 
  thing) in a radius af 100 miles must make a saving throw against death or 
  go insane. This insanity lasts for a number of months equal to the crea- 
  ture's intelligence. 
  Cthulhu usually attacks both physically and psionically. He can regenerate 
  10 hit points per melee round. Hete/eports 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 con- 
  fronted 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 the fish-men. Cthulhu's cult is usually hidden and 
  secret, and is dedicated to bringing about Cthulhu's return and conquest of 
  the world. 
  43 
  
  CTIIULHU MYTHOS 
  AZATHOTH (the center of the universe) 
  Greater god 
  ARMOR CLASS: -2 
  MOVE: None 
  HIT POINTS: 400 
  NO. OF ATTACKS: 20 
  DAMAGE/ATTACK: 3-18 (x 20) 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Insanity 
  MAGIC RESISTANCE: 95% 
  SIZE: L (inconceivable) 
  ALIGNMENT: Chaotic neutral 
  WORSHIPER'S ALIGN: Chaotic 
  (neutral or evil) 
  SYMBOL: Seven-pointed star 
  PLANE: Astral 
  CLERIC/DRUID: Nil 
  FIGHTER: As 16+ HD monster 
  MAGIC-USER/ILLUSIONIST: Nil 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: Nil 
  PSIONIC ABILITY: VI 
  S:25(+7, +14) 
  h-- 
  W:-- 
  D:20 
  C:25 
  CH:-7 
  Azathoth is o blind, mindless, amorphous mass the size af a star, floating 
  at the center of the universe an the astral plane. It is attended by satellite 
  creatures that provide an eerie music, like the sound of idiot flute players. 
  Azathoth is somewhat solid near the center, and can be attacked there, but 
  it will defend itself with its many pseudopods if so attacked. Any creature 
  coming within 1,000 miles of Azathoth must save vs. spells at 6 ar go 
  permanently mad. 
  Those who worship Azathoth worship insanity, and Azathoth's clerics are 
  themselves insane. It is unknown how Azathoth grants powers to its clerics, 
  or even if Azathoth is aware of them (which is doubtful). 
  BYAKHEE (servants of Hastur) 
  FREQUENCY: Very rare 
  NO. APPEARING: I-4 
  ARMOR CLASS: 9 
  MOVE: 6"724" 
  HIT DICE/POINTS: 10 HD 
  % IN LAIR: 5% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 
  1-1071-10 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: 20% 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil 
  SIZE: L (20' tall) 
  PSIONIC ABILITY: IV 
  LEVEL/X.P. VALUE: IX/9,350 + 20 
  per hp 
  These giant furry bat-like creatures have humanoid legs that enable them 
  to stand like men. They can be summoned by clerics of Hastur through use 
  of a gate spell (1-4 Byakhee will appear). They are able to teleport 
  throughout the Prime Material Plane at will, carrying human beings with 
  them on their backs or in their talons. They are intelligent, telepathic, and 
  will obey those who carry the Elder Sign or who appeal successfully to 
  Hastur. 
  CTHULHU MYTHOS 
  CTHUGA (master of the fire element) 
  Greater god 
  ARMOR CLASS: 
  MOVE: 36" 
  HIT POINTS: 400 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 3-30/3-30 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 50% 
  SIZE: L (40 yard radius) 
  ALIGNMENT: Chaotic evil 
  WORSHtPER'S ALIGN: Chaotic evil 
  SYMBOL: Flame 
  PLANE: Elemental Plane of Fire 
  CLERIC/DRUID: See below 
  FIGHTER: As 16+ HD monster 
  MAGIC-USER/ILLUSIONIST: See 
  below 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: Nil 
  PSIONIC ABILITY: I 
  S:25(+7, +14) 
  h 12 
  W:18 
  D:25 
  C:25 
  CH:-I 
  This creature resembles a flaming amoeba with tentacles that appear to be 
  flames emanating from its body. The heat of Cthuga's body does 5-50 
  points of damage to all within 100 yards of it, and it attacks with fire spells 
  at the same time. It cannot be controlled, and is immune to all heat and 
  cold attacks. It is able to cast any fire spell of any type as a 30th level spell 
  caster, at the rate of two per round. While casting fire spells, it also lashes 
  out with two of its tentacles per melee round; these do 3-30 points of 
  damage each. It moves as a blink dog and attempts to destroy everything 
  within any area to which it is summoned. When appearing in any location, 
  its first act is to summon 1-20 of its flame creatures. Cthuga can only be 
  struck by +3 weapons or better as all others melt when touching him. 
  The creature has a direct connection with the Prime Material Plane by way 
  of a Palace of Fire that it has created in an active volcano. This palace is 
  said to be filled with treasure resistant to flame and heat: gems, certain 
  magic items, and the like. 
  Cthuga's Flame Creature 
  FREQUENCY: Very rare 
  NO. APPEARING: 1-4 
  ARMOR CLASS: -2 
  MOVE: 24" 
  HIT DICE/POINTS: 16 HD 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 2-20 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Flame aura, +2 
  or better weapon to hit 
  MAGIC RESISTANCE: 10% 
  INTELLIGENCE: Average 
  ALIGNMENT: Chaotic evil 
  SIZE: L (30' radius) 
  PSIONIC ABILITY: V 
  LEVEL/X.P. VALUE: VII71,950-t- 14 
  per hp 
  These creatures appear to be smaller versions of their master. Their bodies 
  radiate 1Opoints of heat damage to all who come within 20 yards of them, 
  and they can cast a single heat ray from their body every melee round that 
  does 2-20 points of damage if it hits. One of their functions is to appear 
  when the god is supposed to appear but is too busy or chooses not to come. 
  44 
  
  CTHULHU MYTHOS 
  DEEP ONES (followers of Cthulhu) 
  FREQUENCY: Rare 
  NO. APPEARING: 1-100 
  ARMOR CLASS: 3 
  MOVE: 12"//24" 
  HIT DICE/POINTS: 4 HD 
  ~ IN LAIR: 90% 
  TREASURE TYPE: Z 
  NO. OF ATTACKS: 2 or 1 
  DAMAGE/ATTACK: I-4/1-4 (+2) or 
  by weapon type 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average to very 
  ALIGNMENT: Chaotic evil 
  SIZE: M (6') 
  PSIONIC ABILITY: Nil 
  Attack/Defense Modes: Nil 
  LEVEL/X.P. VALUE: 111/60 + 4 per hp 
  '80 
  The Deep Ones are humanoid, amphibious men-fish, cold-blooded 
  creatures of great strength (18). They can attack with their clawed, 
  webbed hands, or wield weapons. They have infravision as well as normal 
  sight. They live near the land on ocean shelves and are able to travel to 
  the land at any time and for as long as they wish. 
  They have been known to interact with evil humans and interbreed with 
  them. This results in human-appearing offspring who undergo a gradual 
  transformation after the age of 21 that causes them to become as the Deep 
  Ones who spawned them. The Deep Ones are soulless and apparently 
  immortal. 
  These creatures promote evil in preparation of Cthulhu's return. They do 
  this by collecting treasures from the sea and using them as funds to spread 
  the cult of Cthulhu and the Old Ones. 
  GREAT RACE 
  FREQUENCY: Very rare 
  NO. APPEARING: 1-10 
  ARMOR CLASS: 5 
  MOVE: 15" 
  HIT DICE/POINTS: 8 HD 
  % IN LAIR: 95% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 1-8/1-8 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Immune to 
  magical control 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: High 
  ALIGNMENT: Lawful neutral 
  SIZE: L (10' tall) 
  PSIONIC ABILITY: 280 
  Attack/Defense Modes: B, C, D, 
  E/All 
  LEVEL/X.P. VALUE: VI/650 + 10 per 
  hp 
  These creatures populated the world eons ago and their cities still exist 
  buried in deserts or other out of the way places. They had a highly ad- 
  vanced scientific civilization, with psionics rather than magic. When their 
  civilization was destroyed, some of them were frozen in time, and these 
  are occasionally discovered. The Great Race are tall cones, ten feet wide 
  at the base, with 4 ten foot long tentacles at the top. Two tentacles end in 
  10bster-like claws, one in trumpet-like ears, and one in a globe with 3 eyes. 
  along its circumference with a set of manipulating tentacles depending 
  from it. The relationship, if any, between the Great Race, the Old Ones, 
  and the elder gods is unclear. Humans discovering and freeing them are 
  sometimes rewarded with gifts of knowledge. 
  CTHULHU MYTHOS 
  HASTUR THE UNSPEAKABLE (He Who Must Not Be Named) 
  "Master of the Air" 
  Greater god 
  ARMOR CLASS: -2 
  MOVE: 36"/36" 
  HIT POINTS: 400 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 20-200/20-200 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 50% 
  SIZE: L (600" tall) 
  ALIGNMENT: Chaotic evil 
  WORSHIPER'S ALIGN: Chaotic evil 
  SYMBOL: Image of the god 
  PLANE: Prime Material Plane (distant 
  planet) 
  CLERIC/DRUID: Nil 
  FIGHTER: As 16+ HD monster 
  MAGIC-USER/ILLUSIONIST: 23rd 
  level in each 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: Nil 
  PSIONIC ABILITY: I 
  S:25(~7, +14) 
  1:22 
  W:23 
  D:21 
  C: 23 
  I 
  | 
  al 
  "s 
  CH: -4 
  This god has a scaled, elongated body, a lizard's head and maw, and 
  taloned lizard claws. It also has 200 tentacles projecting from its body that 
  give it the ability to sense all things around it. It is able to strike twice per 
  round and also attack magically. 
  At will, it can teleport anywhere in the Prime Material Plane. Hastur regen- 
  erates 5 hit points per melee round, and can summon 2-20 Byakhee to aid 
  it in battle. It cannot be magically controlled. Creatures that are able to fly 
  naturally will never attack Hastur, even if controlled. Any being trying to 
  attack the god must make a saving throw against fear. 
  Hastur is half-brother to Cthulhu, and like him Hastur has been imprisoned 
  by the star-shaped Elder Sign. He lies in a crypt at the bottom of Lake Hall 
  near the alien city of Carcosa. Hastur exists partly on the Prime Material 
  Plane (and this part is imprisoned in the crypt) and partly on the Elemental 
  Plane of Air (thus he is immune to cold and the vacuum of space). Hastur is 
  never more than partially on the Prime Material Plane and is therefore not 
  completely solid. This accounts for much of his great size. 
  Any time the name "Hastur'" is spoken, there is a 25% chance that Hastur 
  will hear and send 1-4 Byakhee to slay the speaker. If the Byakhee are de- 
  feated, there is a 25% chance that Hastur himself will appear to destroy the 
  blasphemer. 
  ITHAQUA (lord of the air) 
  Demigod 
  ARMOR CLASS: 2 
  MOVE: 24" 
  HIT POINTS: 250 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 4-4074-40 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: 30% 
  SIZE: L (20' tall) 
  ALIGNMENT: Chaotic evil 
  WORSHIPER'S ALIGN: Chaotic evil 
  SYMBOL: Two burning eyes in a 
  human-shaped cloud of snow 
  PLANE: Elemental Plane of Air 
  CLERIC/DRUID: 13th level cleric 
  FIGHTER: 15th level fighter 
  MAGIC-USER/ILLUSIONIST: 12th level 
  illusionist 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: Nil 
  PSIONIC ABILITY: IV 
  S:21(+4,+9) 
  1:16 
  W:13 
  D:18 
  C:20 
  CH:-I 
  45 
  
  CTHULHU MYTHOS 
  Ithaqua, the Wind Walker, appears as a cloud of fog or snow, huge but 
  human in shape with blazing red eyes. When seen passing overhead, one 
  gets the illusion of two bright stars close together. 
  Ithaqua is worshiped by the natives of the far North because of his ability 
  to control weather (triple the range and effects). His worshipers propitiate 
  him with human sacrifices, which he carries off, no one knows where. 
  Years later, their frozen bodies are sometimes found buried in snow drifts. 
  Ithaqua will also pursue and capture anyone who sees or annoys him, or 
  meddles with his worshipers or their stone altars in the forest. Sometimes 
  his victims return to earth alive, but they never survive long as they die 
  from strange unnatural causes�9 
  It is known that Ithaqua serves Hastur in special missions of great im- 
  portance. 
  CTHULHU MYTHOS~ 
  presence (good alignment, save at +4; evil alignment, save at 4). Those 
  falling under his spell either obey him or behave in a purely chaotic 
  manner�9 Thus his progress across the face of the land is followed by riot, 
  war, mass murder, suicide, and insanity. No non-sentient creature can 
  harm him, even if controlled�9 
  The god is believed by some students of the occult to have various guises, 
  including a red bat-like form with three evil eyes. He can call up an army 
  of wild beasts or mindless humans within an hour's notice (1-100 of them). 
  Each time Nyarlathotep hits an enemy, he drains 3-30 hit points from them, 
  which temporarily add to his hit point total for one full turn. There is a 5%! 
  chance that a continual light spell will drive this being off into the Astral 
  Plane. 
  PRIMORDIAL ONE 
  MI-GO (the Fungi from Yuggoth) 
  FREQUENCY: Very rare 
  NO. APPEARING: 2-12 
  ARMOR CLASS: 4 
  MOVE: 15"/30" 
  HIT DICE/POINTS: 5 HD 
  % IN LAIR: 40% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 2 
  DAMAGE/AI-I'ACK: 1-8/1-8 
  SPECIAL ATTACKS: Nil 
  SPECIAL RESISTANCE: Immune to 
  cold, dark, and vacuum 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Law 
  ALIGNMENT: Chaotic evil 
  SIZE: L (6" long, 8' tall) 
  PSIONIC ABILITY: 90 
  Attack/Defense Modes: C, D/ 
  F,G,H 
  LEVEL/X.P. VALUE: JV/240 + 5 per 
  hp 
  These red, bat-winged creatures somewhat resemble lobsters in that they 
  have many legs, feelers, and eyestolks, and forearms that end in great 
  pincers. Though they appear to be crustaceans, they are actually fungus 
  creatures. Mi-Go are immune to the effects of cold, dark, and vacuum, and 
  can fly across interstellar space. They cannot speak, but communicate by 
  clicking their pincers. 
  NYARLATHOTEP (the crawling chaos, the messenger of 
  the gods) 
  Lesser god 
  ARMOR CLASS: 2 
  MOVE: 15" 
  HIT POINTS: 200 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 3-30 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See belaw 
  MAGIC RESISTANCE: 25% 
  SIZE: Variable 
  ALIGNMENT: Chaotic evil 
  WORSHIPER'S ALIGN: Chaotic evil 
  SYMBOL: Faceless sphinx 
  PLANE: Astral Plane 
  CLERIC/DRUID: 12th level in each 
  FIGHTER: 15th level fighter 
  MAGIC-USER/ILLUSIONIST: 13th level 
  in each 
  THIEF/ASSASSIN: 15th level assassin 
  MONK/BARD: Nil 
  PSIONIC ABILITY: V 
  S: 19(+3, +7) 
  1:20 
  W: 12 
  D: 19 C:20 
  CH: 19 
  Nyarlathotep appears as a tall dark man. His appearance in the world is 
  said to foretell the return of the Old Ones from their imprisonment. He 
  charms humans, humanoids, and non-magical animals by his mere 
  FREQUENCY: Very rare 
  NO. APPEARING: 1-8 
  ARMOR CLASS: 6 
  MOVE: 18"/12" 
  HIT DICE/POINTS: 8 HD 
  % IN LAIR: 95% 
  TREASURE TYPE: A 
  NO. OF ATTACKS: 3 
  DAMAGE/ATTACK: 1-6 (X 3) 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Immune to heat 
  and cold 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: High 
  ALIGNMENT: Lawful evil 
  SIZE: L (9' tall) 
  PSIONIC ABILITY: 206 
  Attack/Defense Modes: B, C, D~ 
  All 
  LEVEL/X.P. VALUE: VI/550 + 10 per 
  hp 
  These creatures are barrel-shaped cylinders with membranous wings. On 
  top of the body is a head covered by 3-inch wiry cilia of many colors. They 
  have 5 red-irised, globed eyes. At the top of their heads are 5 mouthed 
  tentacles, and at the base of their bodies are 5 powerful tentacles usedfor 
  locomotion. 
  The Primordial Ones are actually an alien race of high intelligence and 
  advanced science. They hate all other types of intelligence, and will 
  destroy them if possible, striking with three of their powerful walking 
  tentacles if no advanced weaponry is available. 
  SHOGGOTH 
  FREQUENCY: Very rare 
  NO. APPEARING: 1-4 
  ARMOR CLASS: I 
  MOVE: 9 
  HIT DICE/POINTS: 20 HD 
  % IN LAIR: 90% 
  TREASURE TYPE: C 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 3-30/3-30 
  SPECIAL AI-rACKS: Nil 
  SPECIAL DEFENSES: Immune to 
  weakness, paralysis and charm 
  MAGIC RESISTANCE: 30% 
  iNTELLiGENCE: Low 
  ALIGNMENT: Chaotic evil 
  SIZE: L ( 15' tall) 
  PSIONIC ABILITY: Nil 
  Attack/Defense Modes: Nil 
  LEVEL/X.P. VALUE: IX/6,500 4- 30 
  perhp 
  Originally created by the Primordial Ones as servants, the Shoggoths 
  eventually rebelled and destroyed the civilization of their masters. 
  Shoggoths resemble huge, intelligent amoebae, able to form almost any 
  shape out of their near-transparent bodies, including legs, eyes, mouths, 
  huge weapons, or whatever is needed. The few remaining Shoggoths lurk 
  in distant, long-deserted areas, sometimes aiding servants of Cthulhu or 
  other Old Ones. 
  46 
  
  CTHULHU MYTHOS 
  SHUB-NIGGURATH (black goat of the woods with a thou- 
  sand young) 
  Lesser god 
  ARMOR CLASS: 4 
  MOVE: None 
  HIT POINTS: 400 
  NO. OF AI-rACKS: 1 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: Monster creation 
  SPECIAL DEFENSES: +2 or better 
  weapon to hit 
  MAGIC RESISTANCE: 95% 
  SIZE: L (100' in diameter) 
  ALIGNMENT: Chaotic evil 
  WORSHIPER'S ALIGN: Chaotic evil 
  SYMBOL: Black goat 
  PLANE: Prime Material Plane 
  CLERIC/DRUID: Nil 
  FIGHTER: As 16+ HD monster 
  MAGIC-USER/ILLUSIONIST: Nil 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: Nil 
  PSIONIC ABILITY: I 
  S:24(+6,-k12) 
  1:25 W:20 
  D: 19 C:25 
  CH:~ 
  This fountain of uncleanliness is a huge pool of gray matter, 100 feet 
  across, in the caverns beneath Mount Voormithadreth. It is constantly 
  bubbling and putting forth mouths, 
  limbs, pseudopods and whole 
  creatures. 1-100 small monsters are created from the pool each round, and 
  they go crawling, flopping, or flying away into the caverns above. Some 
  fall back into the pool, which then grows mouths and devours them. Shub- 
  Niggurath is intelligent and telepathically sensitive. When it senses the ap- 
  proach of enemies (range 1,0gO') it will begin creating monsters to defend 
  itself, one per melee round. These will be random according to the follow- 
  ing table (d6): 1. Byakhee; 2. Deep One; 3. Great Race; 4. Mi-Go; 
  5. Primordial One; 6. Shoggoth. 
  CTHULHU MYTHOS 
  If any enemy is so foolish as to approach to within 30" of the being, the 
  pool will lash out with a huge powerful tentacle; if it hits, it will pull the 
  unfortunate victim into the pool, where he or she will immediately be- 
  come part of the evil swirling protoplasm. Any creature struck has a per- 
  centage chance of not being puffed into the pool equal to his or her 
  strength. Shub-Niggurath strikes only once per turn in this way and can si- 
  multaneously create monsters. 
  Though its body is trapped deep in the caverns, Shub-Niggurath travels the 
  Prime Material Plane in astral form, using its psionic powers to do evil and 
  aid its worshipers. 
  YOG-SOTHOTH (the key and guardian of the gate) 
  Greater god 
  ARMOR CLASS: -2 
  MOVE: 18" 
  HIT POINTS: 400 
  NO. OF A1-rACKS: t2 
  DAMAGE/ATTACK: 1-8 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Immune to 
  charm 
  MAGIC RESISTANCE: 50% 
  SIZE: L (50' diameter) 
  ALIGNMENT: Chaotic evil 
  WORSHIPER'S ALIGN: Chaotic evil 
  SYMBOL: Y rune 
  PLANE: Astral Plane 
  CLERIC/DRUID: Nil 
  FIGHTER: As 16+ HD monster 
  MAGIC-USER/ILLUSIONIST: 15th level 
  magic-user 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: Nil 
  PSIONIC ABILITY: I 
  S:25(-f-7, +14) 
  1:25 
  W:23 
  D:20 
  C:25 
  CH:-7 
  47 
  
  CTHULHU MYTHOS 
  CTHULHU MYTHOS 
  Yog-Sothoth exists on the astral plane. He has the ability to enter the uni- 
  verse at any point in space and any point in time. His astral shape appears 
  as a congeries of iridescent globes like giant soa~o bubbles. When he takes 
  shape on the Prime Material Plane he is partly material and parlly astral 
  and appears as a gigantic mass of feelers, legs, and stalked organs. In this 
  shape he will mate with human beings, producing the Spawn of Yog- 
  Sothoth (see "The Dunwich Horror", by H. P. Lovecraft). He is highly intelli- 
  gent and extremely chaotic and unpredictable. He can gate in and out of 
  time and space any of the Spawn or subject races of the Old Ones, one per 
  melee round. Yog-Sothoth is not subject to the laws of space and time and 
  can, for example, appear at various parts of the universe simultaneously. 
  THE ELDER SIGN 
  This small grey (sometimes greenish) stone in the shape of a five-pointed 
  star is a powerful protection against all minions of the Old Ones. The true 
  potent Elder Signs are few in number and incredibly ancient, having been 
  made by the elder gods. They have the following powers: they are 100%o 
  protection against psionic attacks; they are a force that will drive off all 
  Shoggoths, Byakhee, Flame Creatures, Deep Ones, and Mi-Go, when 
  strongly presented; and while they will not stop the persistent efforts of 
  any of the more powerful masters, they will provide a +6 protection 
  against their attacks (as a ring of protection ). 
  The Elder Signs are highly resistant to destruction -- armor class -2, broken 
  only by magic or by incredible force. The Elder Sign was used by the elder 
  gods to seal off those places where the Great Old Ones were imprisoned 
  or where they had a chance of "breaking through" in force to the Prime 
  Material Plane. 
  THE NECRONOMICON 
  The Necronomicon is a powerfuI and perilous magical tome of ancient 
  origins. It was originally written by Abdul Alhazred, a great magic-user 
  known to some as "the Mad Arab". After ten years alone in the desert he 
  wrote a book called AtAzif-- words used to denote the nocturnal sounds 
  of insects which may be the voices of demons. Alhazred was later seized 
  in the streets of a desert city by invisible demons and devoured horribly in 
  front of many witnesses. Those who have studied his writings have some- 
  times met a fate nearly as terrible. The book was banned and all known 
  copies were destroyed, but a few translated editions, retitled The 
  Necronomicon, still exist. 
  The book gives a description of the pre-human worship of the Old Ones, 
  their~banishment by the elder gods, and their imminent return. The revela- 
  tions of cosmic horror contained within its pages are so intense that there is 
  a 40% probability of characters below level 5 changing alignment to 
  chaotic (d6, 1-3) or going mad (4-6). This probability decreases by 5% for 
  every level of the reader above 4th. 
  It would appear that spells are given for summoning all of the Old Ones 
  and their minions, and some spells for their control and dismissal, al- 
  though these latter are not always effective. The spells are very long and 
  complicated, and not entirely comprehensible without long study and re- 
  search. In fact, only magic-users of 18 intelligence have a chance of 
  understanding {and thereby using) them, and that chance is only 5% per 
  level, starting at the 6th level. Many of the spells require that the "stars be 
  'right", and can only take p~ace at certain times of the year or in certain 
  places. Attempting to cast any of the greater summoning spells will result 
  in a straight 30% chance of the caster going insane. The spells don't always 
  work: in particular they often fail to protect the magic-user from the thing 
  he or she has called from the outer darkness. Such unfortunates are rarely 
  seen again, although simulacra or zombie-like imitations sometimes ap- 
  pear. 
  In addition to The Necronomicon, there are a number of other magical 
  books giving information on the Old Ones and their minions, including: 
  The Book of Eibon, the Celaeno Fragments, Cultes des Goules by the 
  Comte d'Erlette, De Vermis Mysteriis by Ludvig Prinn, the Dhot Chants, the 
  Pnakotic Manuscripts, and Unausprechiichen Kutten by Van Junzt. Most of 
  these are histories, but some have powers similar to, but lesser than, The 
  Necronomicon itself. These lesser books are not as dangerous to the 
  magic-user or his surroundings. 
  48 
  
  British author Michael Moorcock created a race of magicians on the isle of 
  Melnibon~ who grew strong and then waned weak with the passing of 
  eons. The stories revolve around the last king of the isle, EIric, 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 types. 
  BIBLIOGRAPHY 
  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 ma- 
  terializing on a particular plane. In their plane of origin, these gods 
  possess their full powers and are abl e 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. 
  Michael Moorcock's Elric series consists of the following volumes, all pub~ 
  lished 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 ~ (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: lOth level cleric/5th 
  level druid 
  FIGHTER: 15th level fighter 
  MAGIC~USER/ILLUSIONIST: t9th level 
  magic-user/lath level illusionist 
  THIEF/ASSASSIN: 1Orb 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. 
  BLACK CRYSTAl DOOR 
  Made of interdimensional metal that will 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 power of 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 ef- 
  fectively use them. 
  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 Melnibon~an Actorios gem, has 
  three main functions: it acts as a ring of many spell 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 de- 
  mand 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 tosummon, and a 
  30% chance to make the summoned ones obey him. 
  86 
  
  MELNIBONF.AN MYTHOS 
  MELNIBONi~AN MYTHOS 
  Stormbringer 
  This huge black rune-carved blade is actually o chaotic evil sentient being 
  from another plane which takes the form of o 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 crea- 
  ture killed byStormbringer 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 tosummon it to him, even from another plane. 
  Stormbringer is in all ways evil. Its purpose is to eat souls, thereby damn- 
  ing them to o horrible eternal death. Sometimes, in battle, Elric and the 
  sword go into o killing frenzy, and slay everything within range, including 
  Elric's friends, whose souls the sword particularly enjoys stealing. 
  ARIOCH The Knight of the Swords 
  Greater god 
  ARMOR CLASS:-2 
  MOVE: 18"/18" 
  HIT POINTS: 379 
  z'~-~ 
  NO. OF ATTACKS: 2 
  z ~ t ~  
  DAMAGE/ATTACK: 7-42 (Jr- 14) 
  ~ 
  SPECIAL ATTACKS: Sword (see below) 
  ~J^ ~ ~ ~ 
  f" . 
  SPECIAL DEFENSES: Etherealness 
  ~__~,~ 
  ~ l ~_j". ~ 
  MAGIC RESISTANCE: 90% 
  ~/ 
  " ] ~ '  
  ~ 
  SIZE: Variable 
  ~ 
  F ~ 
  ~. 
  / 
  AUGNMENT: Chaot,c ev,' 
  CqH 
  WORSHIPER'S ALIGN: Chaotic evil 
  /~ ~1 
  \ " 
  SYMBOL: Circle with red arrows 
  t ~/i 
  radiating from it in all directions 
  | ~ 
  k 
  PLANE: Special 
  ,,/ I~ .,~ 
  CLERIC/DRUID: 20th level cleric (no 
  "~V V " '~ 
  healing spells) 
  / t l  
  x 
  FIGHTER: 15th level fighter 
  ~ 
  ~'1 
  MAGIC-USER/ILLUSIONIST: 20th level 
  ~ J 
  in each 
  THIEF/ASSASSIN: 15th level assassin 
  (,~2~:~"~o 
  MONK/BARD: 10th level bard 
  PSIONIC ABILITY: I 
  S:25(+7, +14) 
  1:25 
  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 disdains the 
  use of armor in battle and fights with a sword that also acts as a rod of can- 
  cellation. 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 o great deal of effort to 
  appear incredibly handsome to whatever kind of creature he is dealing 
  with. 
  MOONGLUM (hero) 
  ARMOR CLASS: 2 
  MOVE: 12" 
  HIT POfNTS: 98 
  NO. OF ATTACKS: 4 
  DAMAGE/ATTACK: By weapon type 
  SPECIAL AI-I'ACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  SIZE: M (5�89 
  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:I9 
  C: 18 
  CH: 15 
  Born to be a companion to heroes, Moonglum came from the distant �9 
  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 mgny 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. 
  ASSASSINATOR OF THE GODS 
  FREQUENCY: Unique 
  NO. APPEARING: 1 
  ARMOR CLASS: -2 
  MOVE: 12"724" 
  HIT DICE/POINTS: 100 hp 
  �9 %0 IN LAIR: 5% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 2-2072-20 
  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. 
  87 
  
  MELNIBONi~AN MYTHOS 
  CLAKAR 
  FREQUENCY: Very rare 
  NO. APPEARING: 1-4 
  ARMOR CLASS: 4 
  MOVE: 6"718" 
  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: Nit 
  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 
  S:25(+7, +14) 
  1:25 
  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 ore not associated with law or chaos. 
  This god fights with his fists, doing 6-60 points of damage with each. 
  88 
  MELNIBONEAN MYTHOS 
  DHARZI HUNTING DOG 
  FREQUENCY: Very rare 
  NO. APPEARING: 3-12 
  ARMOR CLASS: 4 
  MOVE: 15" 
  HIT DICE/POINTS: 5 HD 
  %0 IN LAIR: 25% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 3 
  DAMAGE/ATTACK: 
  I-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: 111/90 + 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 aid. They hunt in packs and attack with a claw/claw/bite 
  routine. 
  DRAGONS OF MELNIBONI~ 
  Though they come in many colors, these dragons are similar in nearly all 
  ways to red dragons. They are used in war by the Melniboneans 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 reluctanl 
  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 MelnibonSan 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/A'ffACK: 3-30 (+ 14) 
  SPECIAL ATTACKS: Magic ability 
  SPECIAL DEFENSES: Displacement 
  MAGIC RESISTANCE: 50% 
  SIZE: M (7') 
  ALIGNMENT: Lawful gooc/ 
  WORSHIPER'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: t5th level in each 
  PSIONIC ABILITY: I 
  S:25(+7, +14) 
  1:25 
  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 severa~ 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. 
  
  MELNIBONEAN MYTHOS 
  MELNIBONi~AN MYTHOS 
  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 AI-rACKS: 372 
  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/I,670 
  When summoned, the Elenoin appear as tall women with flaming red hair 
  and shark-like teeth�9 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 op- 
  ponents 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) 
  Dem igoddess 
  ARMOR CLASS: -2 
  MOVE: 18"/96" 
  HIT POINTS: 176 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 10-60 (wings)~5- 
  50 (beak) 
  SPECIAL AnACKS: Nil 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 50% 
  SIZE: L 
  ALIGNMENT: Chaotic neutral 
  WORSHIPER'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 
  1:23 
  W:23 
  D:25 
  C:20 
  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 (10' "t- very broad) 
  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. 
  CH: 23 
  Fileet is a 40 feet toll golden eagle with a wing span of 120 feet. She has 
  the ability to sense anything seen by any avian type. Hbr 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. 
  GROME (lord of the 
  roots) 
  Lesser god 
  earth, king of the land below the 
  ARMOR CLASS: -5 
  MOVE: 18" (48") 
  HIT POINTS: 335 
  NO. OF Alq'ACKS: 1 
  DAMAGE/ATTACK: 8-80 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: 50% 
  SIZE: L (2O') 
  ALIGNMENT: Neutral 
  WORSHIPER'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,-k14) 
  1:10 W:10 
  D:15 
  C: 25 
  CH: 13 
  The king of the earth elementals, Grome can cross any body of water with- 
  out 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. 
  As with the other Master types, she does not have a large human follow- 
  ing, but all avian kind do her homage. 
  Grome has few mortal worshipers, but earth elementq, ls and creatures 
  living under the ground pay him homage. 
  89 
  
  MELNIBONi~AN MYTHOS 
  HAAASHASTAAK 
  (master of all lizardkind) 
  Demigod 
  ARMOR CLASS:-3 
  MOVE: 21" 
  HIT POINTS: /97 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 7-70 
  SPECIAL ATTACKS: Never misses 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: 75% 
  SIZE: L (60' tall) 
  ALIGNMENT: Neutral 
  WORSHIPER'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 
  h 11 
  W:3 
  D: 19 C:24 
  CH: 4 
  Haaashastaak appears much like a giant tyrannosaurus rex. If, after sum- 
  moning 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/ATrACK: 6-48 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: -k 4 or better 
  weapon to hit, plus see below 
  MAGIC RESISTANCE: 50% 
  SIZE: L (20' tall) 
  ALIGNMENT: Chaotic neutral 
  WORSHIPER'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) 
  1:20 
  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 6-58 
  points of damage. No amount of water or fire can affect this being, and he 
  can su roman 1-10 16 HD fire elementals whenever he wishes. 
  While he has no human worshipers, all fire creatures pay Kakatal homage. 
  90 
  MELNIBONEAN MYTHOS 
  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: I 
  DAMAGE/ATTACK: By weapon type 
  SPECIAL ATI'ACKS: Nil 
  SPECIAL DEFENSES: Immune to petri- 
  fication 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 de- 
  pending on the power and desires of the summoner (and the referee's dis- 
  cretion). 
  The bulk of the army are 1st level fighters. Additional leaders are as fol- 
  lows: 
  Number of Troops 
  Additional Leader 
  5 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 Kelmoin 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. 
  
  MELNIBONEAN MYTHOS 
  MEERCLAR (mistress of catkind) 
  Demigaddess 
  ARMOR CLASS: -2 
  MOVE: 30" 
  HIT POINTS: 152 
  NO. OF ATTACKS: 3 
  DAMAGE/ATTACK: 6-7276-72 
  (claws)/lO- 100 (bite) 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: See belew 
  MAGIC RESISTANCE: 50% 
  SIZE: L (20' at the shoulder) 
  ALIGNMENT: Chaotic neutral 
  WORSHIPER'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(-f-7, 9-14) 
  1:22 
  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. 
  MIST GIANT 
  FREQUENCY: Very rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 
  MOVE: 9" 
  HIT DICE/POINTS: 12 HD 
  % IN LAIR: 25% 
  TREASURE TYPE: H 
  NO. OF ATrACKS: 4 
  DAMAGE/ATTACK: 3-18 (X 4) 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: +2 or better 
  weapon,.~eeded to hit 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Law 
  ALIGNMENT: Chaotic evil 
  SIZE: L (8') 
  PSIONIC ABILITY: Nil 
  Attack~Defense Modes: Nil 
  LEVEL/X.P. VALUE: VIII74,950 + 16 
  per hp 
  MELNIBONIEAN MYTHOS 
  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. 
  While there are not many human worshipers of this being, all felines pay 
  her homage. 
  MORDAGZ 
  MISHA (lord of the wind giants) 
  Lesser gad 
  ARMOR CLASS: -2 
  MOVE: 72" 
  HIT POINTS: 189 
  NO. OF ATTACKS: 
  1 
  DAMAGE/ATTACK: 8-64 
  SPECIAL ATTACKS: Whirlwind 
  SPECIAL DEFENSES: -t-4 or better 
  weapon to hit, plus see below 
  MAGIC RESISTANCE: 50% 
  SIZE: L (30' tall) 
  ALIGNMENT: Neutral 
  WORSHIPER'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(-I-7, -f-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 HDair elementals to aid him in any battle. 
  Misha is able to use atl 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. 
  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. 
  ~ .  ~r~ 
  K ~ '  
  ~ 
  " ?.~ 
  91 
  
  MELNIBONF.AN MYTHOS 
  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: ! 
  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: 111/125 + 4 per 
  hp 
  7 
  7/Ji  
  I 
  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: 
  7-;0/1-10/2-8 
  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. 
  MELNIBONEAN MYTHOS 
  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/A'I~ACK: 4-40 
  SPECIAL ATTACKS: Poison 
  SPECIAL DEFENSES: Fear aura 
  MAGIC RESISTANCE: 15% 
  SIZE: L (40' tall) 
  ALIGNMENT: Neutral 
  WORSHIPER'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 
  PStONIC ABILITY: Nit 
  S:25 
  1:10 
  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: Nit 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 100% 
  SIZE: L (20' at shoulder) 
  ALIGNMENT: Neutral 
  WORSHIPER'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 
  1:15 
  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. 
  92 
  
  MELNIBONi~AN MYTHOS 
  OONAI 
  QUAOLNARGN 
  MELNIBONEAN MYTHOS 
  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 -I- 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 
  Lesser god 
  "Whisperer of Impossible Secrets" 
  ARMOR CLASS: -2 
  ~;~"~- ~ 
  ~
  ~
  '
  ~
  ~
   
  MOVE: 12" 
  ,~ 
  HIT POINTS: 250 
  J ~ - ~  
  ~ .~ 
  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 
  WORSHIPER'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: lOth level 
  in each 
  . 
  , 
  , 
  THIEF/ASSASSIN: Nil 
  ~ 
  ~
  '
  ~
  ~
   
  MONK/BARD: Nil 
  PSIONIC ABILITY: II 
  S:25 
  h23 
  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. 
  FREQUENCY: Unique 
  NO. APPEARING: 1 
  ARMOR CLASS: 
  MOVE: 12" 
  HIT DICE/POINTS: 150 hp 
  % IN LAIR: 75% 
  TREASURE TYPE: H 
  NO. OF AI-rACKS: I 
  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 AI-I'ACKS: 1 
  DAMAGE/AI-I'ACK: 9-90 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 10% 
  SIZE: L (13' tall) 
  ALIGNMENT: Neutral 
  WORSHIPER'S ALIGN: Neutral 
  (canines) 
  SYMBOL: Wolfhaund's head 
  PLANE: Demi-plane of dogs 
  CLERIC/DRUID: Nil 
  FIGHTER: 15th level ranger 
  MAGIC-USER/ILLUSIONIST: Nil 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: lOth level bard 
  PSIONIC ABILITY: VI 
  S:23(+5, +11) 
  1:20 
  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. 
  ':..~~~~, 
  . 
  r ~ 
  I~ V 
  �9 .. 
  . .%. ,.,: ,-. ~ 
  ~
  '
  .
  ,
   
  ,.,,,,, 
  ~-,,. "
  ~
  ~
  i
   
  I
  ~
   
  "-.,. 
  ~ 
  .,,~:.~, 
  '~:" 
  " 
  -'" 
  r 
  ' / 
  '~s 
  "'" ' 
  "~';'~ 
  ' 
  '"~ 
  '~:' p ;'~ 
  ~'" "~" ] 
  , ,~ 
  . ~ 
  ~".~,~;~,~ ,'., 
  ,.,'.. ,,~.:,~" 
  ~- 
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  ~,...'. 
  ~,.~. 
  ,!~', ..,,. 
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  ;: .=', ~-~-: 
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  ~'~~i!i;i)' 
  ~i,is 
  , 
  s", .-. :.,. ~,.. ::.'~:," ' 
  93 
  
  MELNIBON#.AN MYTHOS 
  MELNIBONF.AN MYTHOS 
  STRAASHA (lord of the water etementals) 
  Lesser god 
  ARMOR CLASS: .-2 
  MOVE: 12"//36" 
  HIT POINTS: 189 
  ~ : ~  
  ' 
  ~ 
  NO. OF ATTACKS: 2 
  ~;~o 
  DAMAGE/ATTACK: 8-48/8-48 
  "~" 
  ~ 
  ~- ~,~r'~ 
  SPECIAL ATTACKS: See below 
  ~'/ f~.~ 
  "~ 
  SPECIAL DEFENSES: -t-4 or better 
  i / 7 
  ~r 
  weapon to hit, immune to heat 
  / .~ 
  T~ 
  ,j 
  attacks 
  "\% 
  ~v'/~ 
  MAGIC RESISTANCE: 50% 
  k~ 
  SIZE: L (10') 
  ~ 
  J~.~,,i 
  ALIGNMENT: Neutral 
  f'~ ~,~ ]~,~ 
  WORSHIPER'S ALIGN: Neutral (water 
  /~ ~1 
  elementals) 
  /i E~,~i~ 
  SYMBOL: Wave of water 
  " 
  ~'1~ 
  , 
  PLANE: Elemental Plane of Water 
  " ~ 
  ~ 
  CLERIC~DRUID: Nil 
  ./~ 
  [I 
  FIGHTER: 19th level fighter 
  ~ 
  ,, 
  ~J~',~ 
  MAGIC-USER/ILLUSIONIST: See 
  ~,~ ~ 
  r 
  below 
  ~ 
  ~,~ ~" ~ 
  N 
  THIEF/ASSASSIN: Nil 
  "~'~'~ ~= :~: ~ ~ o :, ~ 
  MONK/BARD: Nil 
  PSIONIC ABILITY: VI 
  S:25 
  h 15 W:15 
  D:20 
  C:25 
  CH:22 
  ~o 
  O~ o 
  .od o 
  This creature appears as a huge humanoid with green skin and turquoise 
  hair and beard. 
  As a ruler of the water elementats, Straasha has double the power of nor- 
  mal 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 con 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 worshipers, many water elementals and 
  water creatures are aware of Straasha and pay him homage. 
  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 ATrACKS: 1-10 
  DAMAGE/ATTACK: 2-8 
  SPECIAL ATfACKS: 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 attar:heal 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 w~ll 
  never send their leaves near flame. 
  THELEB K'AARNA (evil wizard) 
  ARMOR CLASS: 10 
  MOVE: 12" 
  HIT POINTS: 44 
  NO. OF ATTACKS: J 
  DAMAGE/ATTACK: I-4 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  SIZE: M (5�89 
  ALIGNMENT: Lawful evil 
  CLERIC/DRUID: Nil 
  FIGHTER: Nil 
  MAGIC-USER/ILLUSIONIST: 15th level 
  mogic-user/Bth level illusionist 
  THIEF/ASSASSIN: Nil 
  MONK/BARD: Nil 
  PSIONIC ABILITY: Nil 
  Attack/Defense Modes: Nil 
  S: 12 
  h 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. 
  Fie 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. 
  94 
  
  MELNIBONEAN MYTHOS 
  MELNfflONEAN ~dYTffOS 
  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: 4-2474-24/3-18 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Immune to fear 
  MAGIC RESISTANCE: 25% 
  INTELLIGENCE: Low 
  ALIGNMENT: Chaotic neutral 
  SIZE: L (10' at the shaulder) 
  PSIONIC ABILITY: Nil 
  Attack/Defense Modes: Nil 
  LEVEL/X.P. VALUE: IX75,600 fl- 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 sum- 
  moned they will attempt to slay the summoner, returning to Limbo after- 
  wards. 
  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 
  WORSHIPER'S ALIGN: Chaotic evil 
  SYMBOL: Image af 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) 
  1:23 W:22 
  D:25 
  C:24 
  CH:25 
  Xiombarg appears on the Prime Material Plane as a slim young girl, and 
  wieldsa great double-edged battle axe in battle. This isa +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 nat save vs. 
  this effect. 
  Xiombarg craves blood and souls (much as Arioch does), and may respond 
  favorably to proper sacrifices. 
  �9 
  ,\ \ 
  /•/i 
  / 
  / 
  ,' /., 
  / 
  /' 
  / 
  .,,/~/ 
  / 
  ',// 
  -" 
  7 
  !C 
  // 
  YYRKOON (evil hero) 
  , ,~ 
  _~/ 
  ARMOR CLASS: -4 
  L'? 
  : 
  ~ 
  ./ 
  l 
  HIT POINTS: 84 
  ~.~_.~l 
  NO. OF ATTACKS: 2 
  "!~ 
  .... " �9 .~:. ~ 
  DAMAGE/ATTACK: By weapon type 
  ,~.~:, 
  '; 
  SPECIAL DEFENSES: Nil 
  ~%~'~-~C~, A~I\'~ 
  ~ L~ , ~, 
  MAGIC RESISTANCE: Standard 
  "- ~ ~"'~/~ 
  ~/fr~ ~'~ "~ 
  SIZE: M (6~') 
  ~:"~ 
  ALIGNMENT: Chaotic evi ~, 
  ~. 
  ~,~ 
  CLERIC/DRUID:Ni' 
  .~4r 
  "~ 
  FIGHTER: 15th level fighter 
  MAGIC-USER/ILLUSIONIST: 17th level ~-~;~_~o~ 
  /, 
  magic-user 
  ~, 
  THIEF/ASSASSIN: Nil 
  ii i~19 
  MONK/BARD: 5th level bard 
  .~"~(,2 
  = 
  PS,ON,C AB,L,TY: N,' 
  ~;, 
  Attack/Defense Modes: Nil 
  S: 16 
  I: 18 W:8 
  D: 15 C: 17 CH: 18 
  This evil prince of Melnibone is Elric's cousin, and an implacable enemy of 
  his. Yyrkoon can also use many unusual spells which his (and EIric's) an- 
  cestors 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. 
  95 
  
SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 1/Call of Cthulhu - Lost Mythology.pdf