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.
OonaiOonai: 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
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