Ehlonna

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S:  I:  W: 
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Com: - -


                                                              Clerics             Raiment                                                             Sacrifice/Propitiation
Sphere of Control Animal M F N-H Head Body Color(s) Holy Days Frequency Form Place of Worship

Ehlonna (Lesser Goddess)



AL: NG
WAL: Any good, neutral
SoC: Forests, Flowers, Meadows
SY: Unicorn horn <Alicorn>
CR: Pale Green
PN: Prime Material

Ehlonna of the Forests, venerated as a fertility goddess,
is also patroness of animals and all good folk who dwell in
the woodlands. She is the deity of hunters, fishermen,
woodcutters, and others who make their livelihoods from
the forests. Temples to Ehlonna are located in sylvan settings,
although small shrines are occasionally found in villages.
Her following is strongest in the area from the Wild
Coast to the Ulek fiefs, and from the Kron Hills to the sea.
More females than males serve Ehlonna. Services to
Ehlonna involve wooden and horn vessels, various herbs,
and music from pipes and flutes.
 

Ehlonna's Avatar

HD: 22
THACO: 12
SpA: MU10
MV: 24"
AC: -2 (-4 with bracers)
hp: 100
#AT: 3/2
Dmg: 1d8 +5 to 11, or 1d6 + 8, or 1d4 + 9
MR: 35%
SZ: M
 
 
S: 18.99  I: 18  W: 18 
D: 18  C: 18  CH: 18 
Com: - -

Ehlonna appears as a human or elven female. In her
human guise she has either chestnut or black hair; as an
elf her tresses are golden-pale or coppery gold. In either
form, her eyes are startling blue or soft violet, and her skin
is clear and fair. Her garb varies, ranging from the serviceable
clothing of a forester or ranger to the delicate gown of
an elven princess.

In human form, Ehlonna can summon and command
horses, while in elven form she has power over unicorns.
She can summon either from as far away as three miles.
Summoned creatures willingly serve as mounts and will
perform any task given them to the best of their abilities.
Elves, brownies, gnomes, and halflings are especially
attuned to Ehlonna- if she requests a service from any
good or neutral member of these races it is 90% likely that
her request will be granted, no matter what is required.
Ehlonna’s most common avatar is struck only by weapons
of + 1 or better enchantment, and has the abilities of a
10th level ranger.

Ehlonna’s avatar always wears iron bracers that bestow
an armor class of zero and grant a + 2 to all saving throws.
In addition, she carries a long bow and 40 arrows, a long
sword, and a dagger. The bow never misses its target, even
when fired at maximum range (21”). Half the arrows are
arrows of slaying for various evil woodland animals and
creatures. The remainder are arrows +3. The long sword is
a defender +6, and the dagger is +4.

Ehlonna's Clerics

AL: NG or N
RA: Pale green robe
AEx: +5%
WPN: Long bow*, knife, spear, staff, lasso, club
SPH: Animal, Combat, Elemental (minor), Creation (minor), Weather, Sun, Plant, Healing
SPL: see below
ADD: stalk

Ehlonna’s clerics wear pale green robes, and choose one
species of plant as their special ward. The cleric need not
fanatically protect individual plants from all harm, but
must see to it that the species as a whole flourishes, and
that common folk respect it for any beneficial properties it
might have. Most clerics carry a supply of seeds with them
as they travel, planting them where appropriate to insure
the species’ survival.

All clerics of Ehlonna track as if they were rangers at a
level of ability equal to their clerical level. Beginning at
5th level they can cast one animal friendship spell per day;
the spell is cast at the cleric’s level, and does not count
against the cleric’s spell maximum.
 

Additional Spell
Stalk (Alteration/Abjuration)
Level: 2
Range: Touch
Duration: 5 rounds/level
Components: V, M
Casting Time: 2 segs.
Saving Throw: None
Area of Effect: Creature touched

This spell makes the target nearly invisible in natural
surroundings and almost totally silent, as if he or she were
wearing cloak and boots of elvenkind.

Furthermore, the
recipient’s scent is almost completely masked. The
dweomer makes a stationary recipient undetectable by
non-magical means at any range over 30 feet. Movement
doesn’t negate the spell; it only makes non-magical detection
possible. The spell ends when its duration expires or
whenever the recipient attacks.

MC: Ehlonna’s unicorn horn symbol and
a piece of dried chameleon skin.
 
 
 
 
 
Deities of the World of Greyhawk - - - DDG