NEW CREATURES FOR ELRIC!

Here are some new creatures to make some interesting adventures.

SONS OF GROME

The Sons of Grome are beings with humanoid form, smaller than the average human but also with bigger complexion. Their bodies are covered with pieces of rock and other minerals, these gives them a very strong protection. Once a long time ago they were humans, but unfortunately they
found some strange caverns that extended through earth, deeper and deeper. In this caverns they found some yellow glowing mineral that gave them a feeling of power besides light and heat. Shortly all the nearby human community settled here. The yellow mineral gave them also the necessary substances for living and soon they stopped from going to surface in search for food. This recluisment caused a drawback in
their intelligence but the constant contact with rock gave them so strong protection. After many years they have become what they are now. They have an excellent ability to see in the dark (just as if seeing with light) but light causes them to weaken. And so they go up surface only at nights or very cloudy days.

CHARACTERISTICS

average
STR 3D6+6 16 - 17
CON 3D6+6 16 - 17
SIZ 1D6+6 9
INT 1D4+3 5
POW 4D6 14
DEX 2D6+3 10
MOV 7
HP 13
Dam Bon +1D4

Armor: 5 pts of rock skin

Typical Weapon:

Base Damage STR/DEX Hands
Rock Club 25% 1D8 13/7 2

This is a heavy rock club of about 1.4 meters long used two handed.

They attack always in groups of around 10 sons, for fun, training or rage.

Some times when attacking, the sons of Grome carry some pieces of the yellow mineral with them. This gives them very powerful advantages:
Double their percentile chance with weapons, also they get pain resistance so they battle to the last HP. Fortunately (for prey), the sons of Grome don't notice these advantages (maybe because of their INT) and so some times they don't carry the yellow mineral in combat. There's a 40% chance that a sons of Grome patrol carries the mineral.

Every month, a celebration day is made outside the caverns and lasts until daybreak. In these feasts natural food is consumed, therefor almost every male goes hunting and prizes are given to the one or ones who bring the biggest or more difficult prey. In this cases humans are the most valuable ones.

When exposed to light all their skills fall to half and CON falls down at rate of 1 pt every 5 rounds until they die.

Yellow mineral may be of interest to sorcerers. A hand sized piece can give 1 POW permanently if worn against skin for at least 1 month when it gets inserted on skin forever. Also, because of the look, the sorcerer loses 1 APP. A sorcerer can get as may minerals in skin as SIZ he/she has.



DARTHAKS

The Darthaks are chaotic creatures of great size and strength. They look like really big rhinos with carapace in top and both sides of its body.
Also several horns grow on each side as well as its head. Its back ends in a long spiked tail.

These creatures live in small groups in great savannas and live for hunting.

CHARACTERISTICS

average
STR 3D8+16 39 - 40
CON 2D8+16 25
SIZ 3D8+24 37 - 38
INT 3
POW 3D8 13 - 14
DEX 2D6 7
MOV 10
HP 31
Dam Bon +2D6

Armor: 10 pts of carapace except below.

Attacks

% Damage
Horns 80 1D8+DB(if charging for half MOV)
Tail swipe 65 1D6+2+DB
Trampling NA 4D6 (no armor protection)



KAIMARS

This humanoid creatures are powerful, intelligent and have great dominion over magic. In aspect they are as any other human but with longer
face. The Kaimars know any spell from the books except Summon BL/PL, summon elemental and others that involve higher powers. However they can summon demons and at no POW cost.

Commonly the Kaimars live in abandoned castles or fortresses which soon become full of inhabitants, grimoires and demons.

Each establishment has a ruler which is called 'Main Kaimon', followed by four 'Kaimons', which together decide the fate of their settle.

They use flying demons to communicate with other establishments and maintain their expanding influence.

Finally they have one chaotic ability which is regeneration. Treat this as demon regeneration ability.

CHARACTERISTICS

average
STR 2D8 9
CON 3D8 13 - 14
SIZ 3D6 10 - 11
INT 3D8 13 - 14
POW 4D8 18
DEX 2D8 9
MOV 8
HP 12
Dam Bon none

ARMOR: Regenerates 1 HP per round.

ATTACKS

Normal weapons with usually high skills.

Patricio Gonzalez