Once more we are looking at converting the Melnibonéan
Mythos from the original version of
Deities & Demigods. As before, these
are based off the
D&DG
write-ups, and may not be 100% consistent with the
Michael Moorcock source material. In the case of Quaolnargn, one
might also be directed to
The People of the Pit, by
Joseph Goodman, which includes a toad
demon of Bobugbubilz which seems to be inspired by Quaolnargn.
Whether or not they are completely accurate to Moorcock’s writing, the D&DG entries were flavorful enough
to pique my interest when the book came out. I actually made use of some of the
creatures therein (both in this section and in others) when populating my AD&D 1e adventures. Not too many,
of course, because of their general power level and extraplanar nature (often),
but enough sprinkled here and there to make them felt in the world. I disguised
and recast gods as well, creating worlds with what one player described as “a
sense of brooding doom”.
Back in those days, I bought into Gary Gygax’s spiel about using only “official” AD&D products and my own work. As my series of conversion posts
show, I eventually realized that was nothing more than a sales pitch keeping me
away from other fantastic resources. When I am finished, I will also convert
creatures from the Hawkmoon and Stormbringer games, eventually to post them here.
Nihrain
Horse
Nihrain
Horse: Init +4; Atk hoof +5 melee (1d4+2); AC 22; HD 7d8; MV 70’;
Act 1d20; SP planar shift, endurance, immunity to fear; SV Fort +6, Ref +7,
Will +5; AL N.
These horses from Nihrain belong to the Ten Who Sleep in the
Mountain of Fire, and their use may be gifted to those mortals in direct
service to the primary forces of Neutrality. They appear as great black
stallions, but are not fully within our own plane of existence. As a
consequence, any successful attack against one passes through it harmlessly 25%
of the time (a successful Mighty Deed or a spent point of Luck can negate this
miss chance). In addition, because its hooves interact with the stuff of its
own plane, a Nihrain horse can appear to travel over both water and land in the
Fields We Know, and fly over chasms and other impediments in our world with
ease.
The horses of Nihrain are immune to fear, and never make
morale checks. They have a fantastic level of endurance, and can move at full
speed for 48 hours without requiring a rest. This doesn’t prevent their riders
from being fatigued by sustained riding, however.
Oonai
Oonai: Init +0;
Atk variable +12 melee (1d10 or variable); AC 20; HD 10d10; MV 30’
or variable;
Act up to 3d20; SP shape-changing; SV Fort +8; Ref +8; Will +8; AL C.
Not to be
confused with the lovely and terrible city of lutes and dancing beyond the
Karthian hills, the oonai are natural shape-changers which can take the
form of any beast or monster of 10 Hit Dice or lower. Regardless of their form,
they can use any of the new form’s non-magical powers or attacks, and have up
to three action dice. Regardless of form, their AC does not change. An oonai
can change shape only once a round, and doing so uses an action die.
It is recommended that the judge know the attacks, move, and
special powers of several potential shapes that the creature might use. To make
the judge’s life easier, however, a base move of 30’ and a base damage of 1d10
are suggested.
Oonai are reasonably intelligent, and can be bargained with.
Despite this, when in combat they always attack singularly, with the most
powerful oonai attacking first. No one knows what their actual form looks like,
if indeed they have one.
Quaolnargn
Quaolnargn
(Type III Demon): Init +5; Atk claw +8 melee (1d4+2) or bite +6 melee
(1d8+2 plus soul drain); AC 15; HD 7d12; hp 38; MV 30’; Act 2d20; SP demon
traits, soul drain (Will DC 19 for half), immunity to petrifaction and
polymorph, crit 18-20; SV Fort +8; Ref +7; Will +8; AL C.
Quaolnargn is an enormous and loathsome toad-like demon with
slimy claws. Like all Type III demons, it has 60’ infravision, can communicate
through speech or telepathy, and can cast darkness
(with a +12 bonus to the spell check). Quaolnargn is immune to weapons of less
than +2 enchantment or natural attacks from creatures of 5 Hit Dice or less,
and takes half-damage from fire, acid, cold, electricity, and gas. I can
teleport back to its native hell, or to any point on the plane it occupies, as
long as not bound or otherwise summoned. In addition to those standard demonic
powers, it is immune to petrifaction and attempts to polymorph or otherwise change
its form.
When Quaolnargn succeeds with a bite attack, it drains the
soul of its victim, doing 1d4 points of Strength damage and draining XP by 1d8
points (Will DC 19 for half). Drained XP cannot make a victim lose a level, but
must be made up before any new level is gained. If either XP of Strength
reaches 0 from this effect, the victim is irrevocable dead, its soul consumed
by Quaolnargn. So powerful is this effect that, if the demon is successfully
attacked with a soul-consuming weapon or spell, the attack affect the
wielder/caster rather than the demon, and the demon gains any benefits the
caster/wielder would normally receive.
If the demon is slain, driven off, or otherwise prevented
from completely draining a victim, the victim regains lost Strength and XP at a
rate of 1d4 points each per turn.
“It did not eat flesh
and it did not drink blood. It fed on the minds and souls of adult men and
women. Occasionally, as an appetizer, it enjoyed the morsels, the sweetmeats as
it were, of the innocent life-force which it sucked from children. It ignored
animals since there was not enough awareness in an animal to savour. The
creature was, for all its alien stupidity, a gourmet and a connoisseur.”
-
Michael
Moorcock, The Bane of the Black Sword