Category Archives: Monsters

BoL Characters: Dusz & Giszeah

Wherein your humble scribe presents Barbarians of Lemuria stats for Dusz and Giszeah, of the Demons of Adad Untash fame. Why? Because it was something to do to kill some time on a lazy Saturday morning, that’s why!

Dusz

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 2 (1)
Mind 0
Appeal 0

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Careers
Warrior 2
Soldier 1
Farmer 1
Rogue 0

Boons
Marked by the Gods, Quick Recovery

Flaws
Country Bumpkin

Languages
Umaabi

Equipment
Alchemical Great Axe 1d6+4 (Uncommon, Boon to hit)
Heavy Armor (mail shirt) d6

*********

Giszeah

Essences
Lifeblood 11
Arcane Power 15
Hero Points 5

Attributes
Strength -1
Agility 1
Mind 3
Appeal 1

Combat
Brawl -1
Melee 1
Ranged 1
Defense 3

Careers
Sorceress 3
Scholar 1
Healer 0
Rogue 0

Boons
Power of the Void, Hard to Kill

Flaws
Taciturn

Languages
Umaabi, Sorceric

Equipment
Alchemical Dagger 1d3-1 (Rare, Boon to hit, unbreakable, ignores armor)

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Adad Untash Dramatis Personae: Giszeah

Wherein your humble scribe presents a multi-level writeup of the main heroine of the Demons of Adad Untash, the enchantress known as Giszeah.

Reared by her father, the mage Eduruuk Kamaab, Giszeah herself became a practitioner of the arcane arts at and early age. Orphaned by the treachery of her father’s star pupil, Shaalath Akis, Giszeah was left to continue her education on her own. Leaving the sad comfort of her childhood home, Giszeah became entwined with the hero called Dusz. Together they have crossed the land of Umaab, battling the rampaging Demons of Adad Untash, and working to avenge her father where possible. Now, after having rescued her beloved Dusz from the inter-dimensional prison where her nemesis Shaalath Akis had held him captive, Giszeah prepares to take the fight for Umaab directly to the demons who seek to destroy her home.

Giszeah / Human / Female / Magic-User / Chaotic Good

Level: 1 / 5 / 8
Hit Points: 3 / 17 / 23
Armor Class: 7 / 4 /2

Strength: 9
Intelligence: 18
Wisdom: 13
Dexterity: 16
Constitution: 10
Charisma: 14

Magic-User Spells at 1st Level (3/0/0)
1st Level: Burning Hands, Light, Magic Missile, Read Languages, Read Magic, Sleep

Magic-User Spells at 5th Level (4/4/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Fire Ball, Fly, Hold Person, Summon Monster I

Magic-User Spells at 8th Level (5/4/3/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Dispel Magic, Fire Ball, Fly, Hold Person, Lightning Bolt, Summon Monster I
4th Level: Charm Monster, Fire Shield, Polymorph Self, Wall of Fire

Key Equipment (1st Level)
Dagger
3 vials of Holy Water

Key Equipment (5th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)

Key Equipment (8th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)
Ring of Protection +2

Notes

  • The spells listed in italics are the ones Giszeah typically has memorized, while those not in italics are the spells inscribed in her spell tablets.
  • The dagger listed for Gizseah is the same dagger throughout; it grows more magical the longer she wields it.
  • It’s arguable that Giszeah’s alignment has changed over time, from perhaps as wild as Chaotic Neutral at 1st level through Chaotic Good by 5th level or so and possibly on to Neutral Good at 8th level. But for simplicity’s sake, I’ve split the difference and gone for Chaotic Good overall.
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Adad Untash Dramatis Personae: Dusz

Wherein your humble scribe presents a multi-level writeup of the main hero of the Demons of Adad Untash, the warrior known as Dusz.

Raised on his father’s farm nestled against the banks of the River Zal, Dusz changed his life forever the day he took his grandfather’s axe from its place above the mantle and went to defend the family’s fields against an onslaught of rat-demons. Adventuring across Umaab with his beloved, the enchantress Giszeah, at this side, Dusz has fought bravely against the countless hordes of demons that terrorize his homeland. After a brief period spent imprisoned by the power of the evil sorceress Shaalath Akis, Dusz now serves as the the Champion of Dnaniri. In this new role, Dusz will soon move to challenge the Demon Lords who serve the dark god Nergal.

Dusz / Human / Male / Fighter / Neutral Good

Level: 1 / 5 / 7
Hit Points: 11 / 57 / 71
Armor Class: 7 / 3 / 1

Strength: 17
Intelligence: 12
Wisdom: 9
Dexterity: 14
Constitution: 16
Charisma: 12

Special Abilities
Weapon Specialization (Battle Axe): +1 to hit, +1 damage

Key Equipment (1st Level)
Battle Axe, 1d8 (+3/+3)
Leather Armor

Key Equipment (5th Level)
+1 Battle Axe, 1d8 (+4/+4)
+1 Chain Mail

Key Equipment (7th Level)
+2 Battle Axe, 1d8 (+5/+5)
+2 Chain Mail
Amulet of Protection +1 (Symbol of the Champion of Dnaniri)

Notes
The battle axe that Dusz uses is the same weapon from level to level, it is just becoming more magical the more he wields it.

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BoL Bestiary: U’uurab

Wherein your humble scribe, working on a request and from a certain source for inspiration, presents a new challenge for your BoL characters: the dreaded U’uurab.

These goat-headed humanoids seethe with hatred for civilization and order. They often worship disease spirits and seek to sow chaos and hatred in the world. U’uurab are found in nearly every environment and are the bane of humans wherever they are found.

Immune to all diseases themselves, U’uurab commonly used infected weapons in combat and have been known to infect treasure with various diseases in the hopes of it being found and the disease thereby spread among humanity.

Essences
Lifeblood: 13
Arcane Power: 10
Villain Points: 1

Attributes
Strength 3
Agility 1
Mind 1
Appeal -1

Combat Abilities
Brawl 2
Melee 2
Ranged -1
Defense 1

Careers
Barbarian 2
Tracker 2
Magician 0
Druid 0

Boons
Disease Immunity
Poison Immunity
Thick Skin

Protection
1d6 (tough hide plus light armor & shield)

Attacks
Spear, 1d6+3
Club, 1d6+2
Headbutt, 1d3+3

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S&W Bestiary: Pyroceros

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Pyroceros.

A Pyroceros looks much like a normal rhinoceros, except that its horn is composed of a powerful, ever-burning magical blue flame. Strikes by this horn have a 50% chance of igniting any flammable material worn by the unlucky victim. Characters wearing or holding an ignited item will suffer an additional 1d6 damage from the burning for 1d4 rounds or until they rid themselves of the burning material.

Pyroceros: HD 9; AC 4 [15]; Atk 1 flame horn (3d6) or 2 trample (2d4/2d4); Move 12; Save 6; CL/XP 11/1700; Special: only take half damage from fire-based attacks, burning damage continues after successful horn attack.

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S&W Bestiary: Kuk Bhan Naong

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Kuk Bhan Naong.

Found near rivers and coasts in tropical climates, Kuk Bhan Naong are incredibly large amphibious snails with brightly-colored shells that are as hard as steel. These bizarre creatures attack by launching a single harpoon-like tooth from their mouths, delivering a paralyzing poison to their victims (save at -2). The paralysis caused by Kuk Bhan Naong poison lasts for 3d6 turns and they may launch this attack to a distance of 30′.

Kuk Bhan Naong: HD 9; AC -1 [20]; Atk 1 sting or 1 bite (1d6 + paralysis or 1d8); Move 6; Save 6; CL/XP 12/2000; Special: paralyzing poison, half-damage from piercing weapons.

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The Demons Of Adad Untash: Standard Order Summary

In case it somehow slipped by you over the weekend, the writeups for all six of the standard order Demons of Adad Untash are now complete!

Below is a summary of these nasties with links to the full write-up for each.

  • 8 Hit Die
    • Harra Lal
      Wicked swords and fiery breath wrapped up in an 8′ tall nightmare package!
      AL C(E), MV 90′, AC -2, HD 8 + 4, #AT 4, DG 1d10, SV F9, ML 12
    • Ghudhu Naab
      Man-sized owls with an insatiable thirst for potions!
      AL C(E), MV 60′, Fly 180′, AC 0, HD 8, #AT 3, DG 1d8/1d8/1d6, SV F8, ML 10
  • 7 Hit Die
    • Badag Gul
      Giant vermin-ridden, rat-headed, masters of despair! With big flails, too!
      AL C(E), MV 150′, AC 0, HD 7 + 3, #AT 1, DG 2d12, SV F8, ML 11
    • Agara Muun
      Shield-crushing crab-demons with dark powers!
      AL C(E), MV 90′, AC -2, HD 7, #AT 2, DG 3d6/3d6, SV F7, ML 12
  • 6 Hit Die
    • Turul Dgag
      Giant 4-headed snakes with human faces that spit poison!
      AL C(E), MV 90′, AC 1, HD 6 + 6, #AT 5, DG 2d4 or poison and 1d6, SV F7, ML 9
    • Banzu Mugaam
      Hairy human females with rotting camel heads and terrible talons!
      AL C(E), MV 60′, AC 0, HD 6, #AT 3, DG 1d6+1/1d6+1/1d4+2, SV F6, ML 10

The higher order demons are next. And after that, some demon lords. Real life is getting complicated, it’s going to take a while before I get them all done. But I’d like to think they’ll be worth the wait.

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The Demons Of Adad Untash: Harra Lal

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

As the terrible blade tore at his flesh, its rotten steel teeth dragging agonizingly across his bones, Agaal Atar’s vision blurred from the pain. Even as he fought to retain his focus, he saw three of his best soldiers cut down by other, similar weapons the creature held in its chitinous hands.

The sight of the carnage brought bile to his mouth, and he knew he should sound the retreat. Against such a foe as this defeat was nothing less than imminent. Yet King Asirsz had ordered him here to clear the Fields of Gaal’aab of this demon so that a temple might be erected in honor of those noble souls who perished here long centuries past. And he would not dishonor his king with retreat.

As he continued to swing his hammer, nearly blind from the agony delivered by the demon’s blade, he began to feel an intense heat, as though the fires of hell themselves were being gouted upon him. And then, in an instant, Agaal Atar was no more.

*********

“Who led you to this certain doom?” the champion demanded of the handful of soldiers whose lives had been spared only because he and his companions had arrived in time to turn the tide of the battle.

“Atar,” a wounded lieutenant gasped. “It was General Atar, on the order of the king.”

“Has King Asirsz gone mad? Or was it this Atar whose faculties were failing?” Giszeah asked of the two men she rode with. “To send even an army against such a powerful demon, with scant magic to serve them! Whoever is responsible may as well have condemned them to the gallows.”

“If that is indeed the case, then our victory over the servant of Nergal is hollow,” Lugul replied. “The Tablets reveal a very specific fate for generals who lead their soldiers into death’s arms.”

Wiping the last of the demon’s ichor away from his grandfather’s axe, Dusz laughed wryly.

Harra Lal (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: -2
Hit Dice: 8+4
Attacks: 4 (weapons)
Damage: 1d10
Save: F9
Morale: 12
Hoard Class: XVII
XP: 3,020

Appearing as 8’ tall humanoid ants with fiery goat-like heads, Harra Lal are loathsome demons that blast the sanity of all who are unlucky enough to gaze upon them. In addition to their horrific appearance, Harra lal constantly bleat and moan like livestock in terror or great pain.

Harra Lal attack their enemies with four viciously-serrated great swords, wielding one in each limb not used for locomotion. Anyone wounded by one of these blades must make a saving throw vs. Death or suffer a -2 to hit and a corresponding penalty to armor class for the duration of the encounter with the Harra Lal due to the intense pain inflicted by these weapons. Further, damage delivered by these weapons will not heal naturally and magical healing of potency less than Cure Serious Wounds only heals 1 hp of this damage per application.

Harra Lal also posses a limited ability to breathe fire. This breath attack does damage equal to the current hit points of the Harra Lal. This attack may only be used twice per day.

In addition to the above features, Harra Lal have the following spell-like abilities, useable at will: Animate Objects, Cause Serious Wounds, Detect Invisibility, Fear, Gaseous Form, Invisibility, Shield, Silence 15’ Radius, Suggestion. Further, twice per day these demons may cast Haste or Slow.

Additionally, they possess all of the abilities of a typical Standard Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Harra Lal can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Harra Lal may Gate (25% probability of success) 1d6 Lum Anang Kul (25%) or 3d4 Bazu Tum Laag (75%).

Harra Lal are seldom encountered in the wild – they are far more often sent by the Demon Lords of Adad Untash to lead armies of lesser demons in their unholy wars of conquest. On occasion, though, a single Harra Lal may be found brooding at the site of an ancient battlefield where a particularly terrible defeat occurred.

The Tablets of Adad Untash tell the faithful that Harra Lal are the souls of generals who knowingly lead their soldiers to certain death.

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The Demons Of Adad Untash: Ghudhu Naab

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

“You’re s-s-sure this old alch-ch-emist never d-d-dabbled in any sort of g-golem-mm-making?” Hataesz asked nervously.

Sagana cleared her throat, tired of the anxious sharper’s ridiculous pretense of reticence.

“Yes, of course I am,” she replied. There are no records of Dal Gaamasz ever doing anything other than producing potions. Incredible potions. Potions that make you as strong as ten oxen. Potions that give you a nose for gold. Potions that grant eternal life. Potions,” she continued, “that will make us both richer and more powerful than anyone in all of Umaab.”

Hataesz’ mouth began to water as he thought of the wealth he would soon be swimming in. And, now that the enchantress had lead him to this secret place – fully believing his “frightened of monsters” act – there really wasn’t a need to share that wealth with her. Though he would wait until their excursion was completed before he removed her from the equation.

*********

Dal Gaamasz’ ransacked laboratory stood before the thieves. Broken glass shone brightly in the unflickering light of Sagana’s spell. Not a single alembic or retort remained intact. Each vial and beaker had been drained of its contents. There was nothing here save the unexpected aroma of death.

“Muszul! You stupid w-witch!” Hataesz shouted, kicking a work table in frustration. “This useless p-place is empty! You’ve d-d-dragged me out here into the wastes for nn-nothing!”

“Silence, you ignorant lum!” the enchantress snapped back. “This place was as it should have been just this morning when I scryed upon it. Something is amiss.”

The two robbers continued to bicker, insulting one another’s lineage, abilities and even the skills the other had displayed in the bed they shared the night before. And as they did, both failed to notice a stirring just beyond the range of their light.

Two immense golden eyes opened slowly, as if from a deep slumber. And there was a quiet rustling of feathers that neither could hear over their shouting.

Ghudhu Naab (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 60′ (20′)
Fly: 180′ (60′)
Armor Class: 0
Hit Dice: 8
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8/1d8/1d6
Save: F8
Morale: 10 (12 if potions stand to be gained)
Hoard Class: IX
XP: 2,560

Reeking of death and decay, Ghudhu Naab are demons in the form of man-sized owls. Ghudhu Naab are consumed with desire to possess magic potions, which they can smell (and identify) at a distance of up to 360′ . They will relentlessly attack any person who is carrying even a single potion and will not rest until the treasure is in their claws. Upon acquiring a potion, a Ghudhu Naab will drink it immediately if its powers will help in any combat that remains.

Ghudhu Naab have the following spell-like abilities, useable at will: Animate Dead, Cause Disease, Detect Magic, Dispel Magic, Fear, Hypnotism, Paralyze, Sleep, Speak With Dead.

Additionally, Ghudhu Naab possess all of the abilities of a typical demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Ghudhu Naab can only be damaged by +1 or better weapons. Additionally, they are susceptible to damage from non-magical weapons made of pure iron. Ghudhu Naab may Gate (45% probability of success) 2d6 Saam Ursag Mul or 1d3 Barbu Dnin Kur.

Ghudhu Naab lurk in the darkest of labyrinths, searching for lost potions and waiting for those who would come in search of treasure.

The Tablets of Adad Untash state that Ghudhu Naab are the souls of wicked alchemists cast into perdition and cursed with an insatiable lust to acquire ever more potions.

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The Demons Of Adad Untash: Badag Gul

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Dakka Sagaar intoned the words of blessing taught to all daughters of Inanna, imbuing her allies with the light of the eight-pointed star. She did not know what evil lurked in the defiled temple; she knew only that the High Priestess had sent her to recover the sacred Tablets of Tued Munut from within the crumbling walls of the ruin. And she would do whatever was necessary to serve her goddess’ commands.

Attending Dakka Sagaar on this journey were her temple’s Justicars, Bar-Idulam and Mahamusz. The warriors were brave enough in their own right, but even more powerful when blessed by the power of Inanna. The truth, though, was that she was calling upon her goddess more for the benefit of their guide, the young desert warrior Azeela, who glanced about mouselike as her hand twitched nervously at the pommel of the scimitar she wore at her waist.

“…Metarku ziibal. Egiszaz szar,” the Matriarch said, concluding the incantation. “We have now received the blessing of the daughter of the sky-god and moon-goddess, our mistress Inanna the reborn. Her hand will guide our hearts and, if need be, our weapons.”

“Egiszaz szar,” the Justicars replied in unison. They both turned their eyes to Azeela, waiting for her to complete the ceremony.

“Egiszaz szar,” the guide answered awkwardly. As the Umaabi warriors turned to face their priestess, Azeela added her own people’s blessing underneath her breath, “Nafiyya Farah.”

*********

Azeela was overcome with nausea and felt fever burning in her veins the moment the thing had bitten her. Swarms of them leapt from the giant creature that they had found guarding the tablets they had been sent to retrieve. Whatever magics the priest-woman had wrought were clearly not enough to protect them from the demon that towered over them now, battering away at Bar-Idulam and Mahamusz with the tremendous flail it wielded like a toy.

Dakka Sagaar, too, was pale and pouring sweat within moments of engaging the hell-spawned beast. The Justicars, though, were apparently unbothered by the bites delivered by the constant stream of vermin that assaulted them.

“We cannot defeat this servant of Nergal on our own!” shouted Mahamusz. “You must fight with us. We will cast the disease from your blood before it consumes you. But for now, you must fight!” As he spoke these words the demon brought its weapon down upon the holy warrior’s shoulder, shattering it with a sickening crack. The Justicar collapsed, his soul already on its way to join Ninurta.

A voice then spoke, not to the ears of the seekers, but within their minds. “Even if you defeat me, you no longer have the number needed to cure them both of the disease, paladin. Surrender now and I promise you that you will not have to watch them die.”

Bar-Idulam hesitated, a shadow of despair playing across his face. A moment later his grip loosened and his blade fell clattering to the floor.

“A promise is a promise,” the voice within their heads said wryly as a smile appeared on the demon’s ratlike face.

Badag Gul (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 150’ (50’)
Armor Class: 0
Hit Dice: 7+3
Attacks: 1 (weapon)
Damage: 2d12
Save: F8
Morale: 11
Hoard Class: XIII
XP: 2,100

Badag Gul stand 9’ tall and look like well-muscled men with the heads of giant rats. Mottled brown and grey fur covers their bodies, which teem with enormous fleas, ticks and lice. Anyone engaged in melee with a Badag Gul must make a saving throw versus Poison or contract a wasting disease that will kill them within 1d4 days from the bites of these vermin. Additionally, a character stricken with this disease may not move or attack for 1d6 rounds as the disease takes hold, wracking their body with fever and nausea. This disease may be cured by magical means only. All combatants, even those who successfully save vs. the disease suffer a -1 to hit and a corresponding penalty to their armor class due to the constant swarm of these insects.

Badag Gul attack with large heavy flails which they wield to terrifying effect due to their great strength. Further, they have the following spell-like abilities, useable at will: Clairaudience, Dispel Magic, Implant Emotion, Shatter, Speak With Creatures, Speak With Dead, Speak With Plants, Suggestion, Telekinesis (700 lbs.), Ventriloquism.

Additionally, they possess all of the abilities of a typical Standard Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Badag Gul can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Badag Gul may Gate (10% probability of success) 1d6+1 Tummahu Anang Gar (30%) or 3d4 Muzgub Anang Gul (70%).

Badag Gul haunt desecrated temples, improperly blessed burial grounds, and other sites where the power of the gods has been violated.

The Tablets of Adad Untash tell the faithful that Badag Gul are the souls of priests who mislead their congregations.

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