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5E Deities & Demigods – Part 3 - Elric of Melniboné for D&D 5th edition

Tallifer

Villager
I have got to think of a way to incorporate this into my Eberron campaign! Perhaps as a renegade from the Undying Elves.
 

dave2008

Adventurer
Maybe summarize your version of Elric without making us go offsite thru a link?
Here you go (I had to reformat it a bit):

Elric VIII, 428th Emperor of Melniboné (champion eternal)
Medium Melnibonéan, Chaotic evil

Armor Class 18 (Melnibonéan plate), 24 with runesword
Hit Points 42 (28d8-84) without potions or runesword
Hit Points 182 (28d8+56) with potions, plus temporary hitpoints gained with runesword
Speed 20 ft, 45 ft with runesword

STRDEXCONINT WISCHA
6 (-2) 20(+5)4 (-3)23 (+6) 25 (+7) 11 (+0)
15 (+2) with potions14(+2) with potions

Saving Throws Intelligence + 12, Wisdom + 13, Constitution +8
Skills Arcana +12, History +12, Insight +19, Investigation +12, Medicine +13, Perception +13
Condition Immunities charmed
Senses deep seeing 120 ft., passive Perception 23
Languages Common, High Speech, Mabden, Low Melnibonéan, High Melnibonéan, Mong, Opish, Orgjenn
Challenge 20 (25,000 XP)

Deep Seeing Elric's has darkvision, but his vision also superimposes a nimbus about each creature seen that is a reflection of its Wisdom score. This aura reveals the relative strength of the creature’s Wisdom ability score, but does not reveal an exact value.

Damage Reduction When Elric has Stormbringer in his hand, the sword causes 50 HP of damage reduction for any type of damage.

Spell Resistance. Elric has advantage on all saving throws against spells and other magical effects.

Great Weapon Master. When Elric scores a critical hit, or reduces one creature to 0 HP, he can then attack another creature as a bonus action.

War Caster. Elric has advantage on Constitution saving throws to maintain concentration on spells when he takes damage. Elric’s spell-casting ability is Intelligence (spell save DC 20, spell attack bonus +14). Elric prefers summoning spells and spells with animal control or elemental control effects.

Innate Spellcasting. Elric can innately cast the following spells, requiring only verbal components:

At will: Counterspell, Darkness, Detect Magic, Dimension Door, Dispel Magic, Find Familiar, Fog Cloud, Mage Hand, Mage Armor, Misty Step, Produce Flame, See Invisibility, Shield, Sleep, Thunderwave, Unseen Servant, Web
3/ day each: Conjure Animals, Conjure Minor Elemental, Conjure Woodland Beings
2 /day each: Conjure Elemental, Conjure Fey, Contact Other Plane
1/ day each: Conjure Celestial, Demiplane, Gate, Planar Ally, Weird

Stormbringer. Stormbringer is a magical runesword (functions as a greatsword). For every creature slain with Stormbringer, Elric gains 1 strength point. Elric’s strength can be increased to a maximum of 25. Wounds mostly don’t affect Elric, since the runesword imparts temporary hit points that stack. Elric gains 1/2 the starting hitpoints of the slain creature as temporary hitpoints, and the only limit to the amount of hit points he can acquire is that the sword will only drain 200 souls before it becomes sated (this satiety lasts 8 hours). When this happens, treat Stormbringer as a greatsword.
The temporary hit points stack, and as such, are lost first when Elric takes damage. The strength & hit points gained are temporary, and will only last for up to 1 hour, afterward Elric reverts to his previous state.
When wielding Stormbringer, Elric’s movement increases to 45′ and his effective armor class is +6.
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. charisma (DC20) or flee in panic.
If Elric is separated from Stormbringer, the runesword can be summoned by him, even from another plane.
Taking the soul of a high hitpoint creature, the runesword may not be able to transmute all of the energy. If the hitpoints that would be gained are greater than 200 HP (e.g. a Terrasque has 676 HP, therefore 338 possible would be gained), then Elric must make a Constitution save when this happens (DC 18). On a failed save, Elric is Stunned until the start of his next turn and only gains half of the temporary hitpoints. On a successful save, Elric will gain all of the hitpoints.
If the hitpoints gained in a single occurrence exceed 300 HP, then on a failed save, Elric is reduced to 0 HP and starts making death saving throws.

Actions
Multiattack. Elric can attack four times with greatsword/Stormbringer.

Great Sword. Melee Attack: +8 to hit, reach 5 ft ., one target. hit: 2d6 +2 slashing

Stormbringer. Melee Attack: +8 to hit, reach 5 ft ., one target. hit: 2d6 +2 slashing + 4d10 psychic damage. Add+1 to hit/damage for each soul consumed up to a maximum of +10.

Bone Bow. Ranged attack +11 to hit Hit: 1d8+5

Legendary Actions
Elric can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

Stormbringer – Dancing Sword ( Cost 2 actions). Stormbringer leaps from Elric’s hands, and is then able to move in the air at a speed of 30ft and attack creatures. The sword attacks with a +11 to hit and causes 2d6+4d10 slashing damage. After attacking, the sword can be returned to Elric’s hand or continue attacking.
The sword has an 20 AC and 102 hitpoints, plus temporary hit points it gains from slain creatures. If the sword takes enough damage and is reduced to 0 HP, then it disappears from the plane it is on. The sword then reappears in 1 hour at Elric’s side in his scabbard if he is alive.

Cast a Spell. Elric casts a spell from his list of spells. See war caster ability above.

The Ring of Kings. Summon Elemental Lord (3 actions) Elric can use the ring of kings to attempt to summon one of the Elemental Lords and his minions. There is a chance that the Elemental Lord summoned will not follow the commands of the bearer of the ring. 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 to summon, and a 30% chance to make the summoned ones obey him
 

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