Thursday, May 15, 2025

GIANTS IN THE EARTH -- ELRIC VIII OF MELNIBONÉ

 

ELRIC OF MELNIBONÉ
medium humanoid, chaotic evil;
fighter (eldritch knight) 20th level, background: noble

AC: 17 (mage armor); HP: 100 (20D10-20); Initiative: +4; Senses: darkvision 120 ft., passive Perception 14; Speed: 30 ft.

STR: 08, DEX: 18, CON: 04, INT: 20, WIS: 18, CHA: 20

Saves: STR +5, DEX +10, CON +3; Immunities: charmed, frightened; Skills: Arcana +11, Athletics +5, History +11, Intimidation +11, Perception +10, Persuasion +11, Religion +11; Feats: Boon of Fortitude, Durable, Magic Initiate (Druid, Wizard), Resilient, Ritual Caster, Skilled, War Caster; Tool Proficiency: Alchemist's Supplies, Melnibonéan chess set;  Weapon Proficiency: Martial, Simple; Armor Proficiency: Heavy, Shield; Languages: Common, Low and High Melnibonéan; CR: 7 (2,900 XP); PB: +6

TRAITS
Action Surge (2/Short Rest): You can take one additional action, except for the Magic action.
Arcane Charge: When you use your Action Surge you can teleport up to 30 ft. to an unoccupied space you can see. You can teleport before or after the additional action.
Concentration: You have advantage on CON saves to maintain your concentration.
Durable: You have advantage of Death Saves.
Fighting Style: Dueling. 
Indomitable (3/Long Rest): You can reroll any save with a +20 bonus to the attempt. 
Resourceful: You gain Heroic Inspiration whenever you complete a Long Rest.
Somatic Components: You may cast spells with somatic components even when one or both of your hands are occupied with weapon or shield.
Studied Attacks: When you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Tactical Master: You can replace the Weapon Mastery description of any weapon with Push, Sap, or Slow.
Tactical Mind: When you fail an ability check, you can expend one use of your Second Wind ability to push yourself toward success. Rather than regaining HP, roll D10 and add the number rolled to your ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Tactical Shift: You can use one use of your Second Wind to move up to half your Speed without provoking opportunity attacks.
War Bond: You are bonded to Stormbringer. You can't be disarmed of it unless you have the incapacitated condition.
War Magic: You can replace up to two of your attacks with a cantrip of one action or less.

ACTIONS
Multiattack: You can make up to four Stormbringer attacks per turn.
Stormbringer: melee magic weapon attack (+8 to hit, reach 5 ft., one target. Hit: D10+4 necrotic damage PLUS target has disadvantage on its next attack roll against you until the start of your next turn PLUS it has disadvantage on the next save it makes against a spell that you cast until the end of your next turn.)
Frightful Presence: Each creature within 10 ft. of you and aware of your presence must succeed on WIS save DC19 or become frightened until the end of your next turn. If the save succeeds, the target can't be frightened by you in this way for the next hour.

RING OF KINGS PROPERTIES
Elemental Command: As per the ring of the same name.
Spell Storing: You can store up to five levels of prepared spells in it.

STORMBRINGER PROPERTIES
Devour Soul:
 When you reduce a non-construct, non-undead creature to 0 HP, you gain their maximum HP as temporary HP for the next 24 hours. Advantage on all attacks, saves, and ability checks for same period.
Haste (1/day): As per spell of that name.

BONUS ACTIONS
Durable: Spend one of your HD to recover D10 HP.
Potion of Heroism: You gain 10 temporary HP. You gain the benefits of the heroism spell.
Second Wind (special, maximum 4): You regain HP equal to D10+20.
War Bond: If you are on the same plane of existence as Stormbringer, you can summon it to you, causing it to teleport instantly to your hand.

REACTION
Reactive Spell: When you make an opportunity attack, you may cast a spell at the creature rather than attack with a weapon. The spell must have a casting time of one action or less and must target only that creature.

SPELLCASTING
Attribute: INT; Spell DC: 19; Spell Attack: +11; Prepared Spells: 13*
Always Prepared (cast for free, once/Long Rest): detect magic, detect poison and disease, illusory script, identify, mage armor, protection from evil and good, purify food and drink, Tenser's floating disc, unseen servant
Cantrips: chill touch, elementalism, message, mind sliver, prestidigitation, produce flame, resistance
1st Level (4 slots): charm person, comprehend languages, shield, sleep
2nd Level (3 slots): arcane vigor, enhance ability, locate object, suggestion
3rd Level (3 slots): counterspell, dispel magic, tongues, water breathing
4th Level (1 slot): conjure minor elementals


Adapted from original printing of 1E Deities & Demigods.


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