Category Archives: Umaab

The Demons Of Adad Untash: The End

And so, with today’s posting of [link id=’1339′ text=’the Emperor’] and [link id=’1338′ text=’his Queen’], the Demons of Adad Untash series (for Labyrinth Lord, etc.) here at Strange Stones has come to an end.

It took me nearly a year (far from uninterrupted) to bang these baddies out, and believe me, I’m spent. It’s hard work dwelling in the Halls of Dust and Darkness! I do intend to package them all up in a PDF before too long, but you can pretty safely bet you won’t see such a tome tomorrow 🙂

My next big goal is to similarly complete (and eventually PDF) the Tlactoztlan setting for Barbarians of Lemuria. I can’t promise a specific date or anything, but that’s definitely my most significant target right now. But don’t worry, Nogoloth will continue getting love, and I’m bound to keep hacking away at all kinds of other things, too. But for this one brief moment, I feel pretty good for actually having completed this series.

I’m not entirely sure how your fine folks out there can best use these demons, but I hope you do find a way to work them into your games somehow. Personally, I always envisioned that they’d be used in a more “traditional” fantasy setting (in your old-school game of choice) as something that Ye Olde Evil Wizard® or perhaps Those Wacky Cultists® might unleash upon the world. But maybe they could make an appearance in a delightfully odd Stars Without Number game? Or be found ruling over a ruined Mutant Future world? That’s the great thing about having produced them for Labyrinth Lord. There are so many places they can go with very little conversion work needed.

So if by some chance you do wind up siccing them on your unsuspecting players, I’d sure love to hear how things went down. I’m all ears… wait, that gives me an idea for a new Demon Lord! No, not really 🙂

p.s. Happy GM’s Day and all the joy and sorrow it entails.

The Demons Of Adad Untash: Demon Emperor Ashur-eb Asa

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.

Ashur-eb Asa (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 180′ (60′)
Armor Class: −5
Hit Dice: 141 hp (24 HD)
Attacks: 2 (weapons)
Damage: 2d12/3d8
Save: F24
Morale: 12
Hoard Class: VIII, IX, XXII
XP: 28,000

Demon Emperor Ashur-eb Asa is the vain and prideful ruler of the demons who serve the dark god Nergal, and he presides with an iron fist over the denizens of the Halls of Dust and Darkness. Ashur-eb Asa is preoccupied with his own standing in the eyes of his master and seeks by any and all means available to retain his throne even as his own influence over the spirit and mortal worlds is waning. Intensely jealous and cowardly at his core, Ashur-eb Asa constantly strives to maintain his position of elevation by keeping those beneath him oppressed, squabbling amongst themselves, and in the dark regarding Nergal’s ultimate plans. A master manipulator, Ashur-eb Asa succeeds at these machinations more often than not.

Ashur-eb Asa manifests as a 19 foot tall muscular human man with deeply bronzed skin and the head of a blood-red ram. Though his powers over reality are such that he could easily alter this appearance, his vanity and pride prevent him from doing so except in the most severe of circumstances. The lord of all demons wears a crown of stone inlaid with living, blinking eyes that weep rubies when he is angry and diamonds on the rare occasions when he is filled with mirth. His retinue consists of nine [link id=’1102′ text=’Iszirisur’] polymorphed into miniature (9′ tall) versions of himself. He will readily engage any who dare to challenge his domain, wrathfully wielding his Axe of Dust and Sword of Darkness with no penalties for using both in combat simultaneously. Wounds from both weapons cannot be healed naturally nor by any form of magic short of a Restoration spell.

Ashur-eb Asa has the following spell-like abilities, useable at will (unless noted otherwise): Amnesia, Animate Objects, Blink, Cause Blindness, Cause Fear, Charm Monster, Clairaudience, Clairvoyance, Darkness (10′ Radius), Death Spell (1/Day), Destruction, Detect Invisible, Detect Magic, Dispel Magic, Drain Energy, Earthquake, Fire Storm, Flame Strike, Gaseous Form, Haste (2/Day), Hypnotism, Polymorph Other, Polymorph Self, Read Languages, Read Magic, Repulsion, Silence (15′ Radius), Speak with Dead

Additionally, Ashur-eb Asa possesses all of the abilities of a typical Demon Lord:

  • 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

Ashur-eb Asa can only be damaged by +3 or better weapons, though he is susceptible to damage from non-magical weapons made of pure iron. He may Gate (85% probability of success) 5d4 [link id=’368′ text=’Barbu Dnin Kur’].

The Tablets of Adad Untash tell the faithful that Ashur-eb Asa is a paranoid manipulator whose power over the weaker aspects of men is inescapable by all but the strongest of mortals.

The Demons Of Adad Untash: Demon Queen Shalma Shalmallah

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.

Shalma Shalmallah (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 60′ (20′)
Armor Class: −3
Hit Dice: 96 hp (22 HD)
Attacks: 3 (2 fists, 1 bite)
Damage: 1d4/1d4/1d12
Save: F22
Morale: 10
Hoard Class: IX (x2), X
XP: 21,250

Shalma Shalmallah, the Demon Empress, wife to Demon Lord Ashur-eb Asa and mother to Demon Princes [link id=’1336′ text=’Tusag-eb Alm’] and [link id=’1335′ text=’Ehur-eb Alm’], is an indolent, gluttonous and slovenly thing. She would readily abandon her station, children, husband and any other responsibilities she has in exchange for a life of ease and gratification if offered. Of course, gratification for a creature such as Shalma Shalmallah takes many dark and dubious forms.

Shalma Shalmallah’s physical form is that of a 9′ tall, filth-covered and corpulent pig-headed human woman. She is capable of altering her appearance, but seldom chooses to expend the effort to do so. Her eyes are vacant and staring like those of an drugged cow. She lolls about listlessly in her chambers in the Halls of Dust and Darkness, where she is constantly attended by sixteen [link id=’675′ text=’Banzu Mugaam’]. Only a direct threat to her life or those of her children will move her to engage in combat.

Victims of Shalma Shalmallah’s bite must save vs. Poison or acquire a rotting disease that will prove fatal within 2d10 days. This disease cannot be cured by anything other than a Cure Disease spell. Damage done by her claws never heals and results in a permanent loss of hit points.

Shalma Shalmallah has the following spell-like abilities, useable at will (unless noted otherwise): Animal Growth , Blindness, Cause Fear, Create Food & Water, Curse, Death Spell (2/Day), Dispel Magic, Drain Energy, Hold Person, Insect Plague, Mind Blank, Polymorph Self, Sleep (1/Day), Speak with Animals, Speak with Plants, Telekinesis (1,000 lbs.)

Additionally, Shalma Shalmallah possesses all of the abilities of a typical Demon Lord:

  • 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

Shalma Shalmallah can only be damaged by +2 or better weapons, though she is susceptible to damage from non-magical weapons made of pure iron. She may Gate (80% probability of success) 2d6 [link id=’1101′ text=’Dgaan’].

The Tablets of Adad Untash tell the faithful that Shalma Shalmallah is an indolent creature that may be bribed to cease tormenting them with an offering of the blood of a dozen infants served in the skulls of their mothers.

The Demons Of Adad Untash: Demon Queen Jebel Jebelah

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.

Jebel Jebelah (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120′ (40′)
Armor Class: −4
Hit Dice: 103 hp (23 HD)
Attacks: 5 (5 bites)
Damage: 3d4 each
Save: F23
Morale: 12
Hoard Class: VIII, IX, XV
XP: 23,500

Jebel Jebelah, the Queen of Lust, is the Demon Emperor’s official Concubine, though as much as he lacks any loyalty to her, she possesses even less for him. She will slake her unquenchable desire with any creature she chooses and not even the Dark God Nergal himself dare interfere. As the mother of the [link id=’1334′ text=’Bastard Prince Durruk-eb Bel’], Jebel Jebelah works to further her son’s influence within the structure – such as it is – of the Demons who are described in the Tablets of Adad Untash. She knows that she herself will never supplant the Demon Queen, but if her son were to be elevated to Emperor, her own power would be nearly unrivaled. Never one to play only one side of the field, Jebel Jebelah is also engaged in an affair with [link id=’1336′ text=’Prince Tusag-eb Alm’], thereby assuring her position regardless of what transpires.

When she appears to the people of Umaab, Jebel Jebelah manifests as a stunningly beautiful woman of perfect proportions whose skin, hair and eye color match the colors most desired by each of those who view her. She is the most active of the Demon Lords of Adad Untash with regard to attempting to corrupt humanity, whom she views as a readily available resource to be used towards her own ends. In this form, Jebel Jebelah avoids direct combat whenever possible, relying upon her hellish magical abilities to deal with any threats to her person.

If pressed into combat, she will revert to her true form – a writing mound of hair, flesh and sex organs, covered in biting mouths and standing 20′ high. Those bitten by one of her mouths must save vs. Spells or be subject to one of the following spell-like effects, rolled at random:

1. Feeblemind
2. Sleep
3. Blindness
4. Confusion
5. Hold Person/Monster
6. Irresistible Dance
7. Amnesia
8. Deafness

These effects are not cumulative and may be replaced by a new effect upon a subsequent bite from the Queen of Lust.

Jebel Jebelah has the following spell-like abilities, useable at will (unless noted otherwise): Cause Fear, Charm Monster, Cone of Cold, Darkness (10′ Radius), Detect Invisible, Dimension Door, Dispel Magic, Limited Wish, Magic Jar (1/Day), Mass Charm, Maze (1/Day), Mirror Image (2/Day), Passwall, Polymorph Other, Polymorph Self, Sleep (3/Day), Slow (1/Day), Spectral Force (Permanent), Suggestion (2/Day), Symbol of Conflict, Symbol of Pain, Wall of Ice.

Additionally, Jebel Jebelah possesses all of the abilities of a typical Demon Lord:

  • 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

Jebel Jebelah can only be damaged by +2 or better weapons, though she is susceptible to damage from non-magical weapons made of pure iron. She may Gate (75% probability of success) 3d8 [link id=’296′ text=’Uszu Anang Kal’] or 1d6 [link id=’1102′ text=’Iszirisur’].

The Tablets of Adad Untash tell the faithful that Jebel Jebelah is a sinful and wicked thing whose lust can never be sated and whose dominion over the weak and foolish of the world can never be truly defeated.

The Demons Of Adad Untash: Demon Prince Tusag-eb Alm

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.

Tusag-eb Alm (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 150′ (50′)
Armor Class: −4
Hit Dice: 138 hp (24 HD)
Attacks: 2 (weapon)
Damage: 2d10/2d10
Save: F24
Morale: 12
Hoard Class: XXII
XP: 23,500

The firstborn son of Demon Emperor Ashur-eb Asa and Queen Shalma Shalmallah, Prince Tusag-eb Alm enjoys the favor of his father, endures the saccharine and ultimately artificial affections of his mother, and is amused by the jealousy and hatred he engenders in his brothers Ehur-eb Alm and Durruk-eb Bel. More than anything, though, he delights in his “special” relationship with his father’s concubine, Jebel Jebelah. The one thing that the powerful and dangerous Prince does not know – though he would relish it if he did – is that he is not the Emperor’s true son. He is, in fact, the product of his mother’s rape at the hands of the dark god Nergal himself.

Like his father, Tusag-eb Alm is far too vain ever to appear in any form other than his own natural one, which resembles a 17′ tall, well-muscled human male with the head of a horned viper. Tusag-eb Alm is never seen in a state of repose, and always goes about armed with his giant flaming sickle-sword – with which he can make two attacks per round – and wearing the armored cloak and bone crown of his station. He shuns attendants and will only call upon others for assistance in the most dire of circumstances.

Tusag-eb Alm has the following spell-like abilities, useable at will (unless noted otherwise): Animate Dead, Cause Fear, Charm Person (saves at −2), Cloudkill, Detect Magic, Feeblemind, Haste (1/Day), Hypnotism, Levitate, Limited Wish (1/Day), Mass Charm, Phantasmal Killer, Polymorph Self, Power Word: Kill, Produce Flame, Read Magic, Slow (1/Day), Speak with Animals, Speak with Dead, Suggestion (1/Day), Symbol of Insanity, Symbol of Pain , Telekinesis (900 lbs.), Wall of Fire

Additionally, Tusag-eb Alm possesses all of the abilities of a typical Demon Lord:

  • 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

Tusag-eb Alm can only be damaged by +2 or better weapons, though he is susceptible to damage from non-magical weapons made of pure iron. He may Gate (70% probability of success) 2d6 [link id=’779′ text=’Agara Muun’].

The Tablets of Adad Untash tell the faithful that Tusag-eb Alm is an extraordinarily cruel being who, once loosed upon Umaab, can only be returned to his hellish domain by the slaughter of all male children in the largest city of the world.

The Demons Of Adad Untash: Demon Prince Ehur-eb Alm

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.

Ehur-eb Alm (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 30′ (10′)
Fly: 90′ (30′)
Armor Class: −4
Hit Dice: 123 hp (21 HD)
Attacks: 1 (energy bolt)
Damage: 3d8
Save: F21
Morale: 11
Hoard Class: XIII, XIX
XP: 19,000

The second son of Demon Emperor Ashur-eb Asa and Queen Shalma Shalmallah, Prince Ehur-eb Alm seethes with jealousy towards his older brother, Tusag-eb Alm, who is clearly his father’s favored son. Ehur-eb Alm is dimwitted, shortsighted, and incapable of playing the political games required to rule the Halls of Dust and Darkness in any but the most inefficient and, ultimately, failing fashion. He is despised by the Demon Emperor, who is convinced that this disappointment of an heir cannot possibly be his son – so much so that he secretly believes the Prince to be the result of a dalliance between some arrogant and overreaching [link id=’832′ text=’Harra Lal’] and his bloated and useless wife. Shalma Shalmallah, however, knows the truth: Ehur-eb Alm is in fact the Emperor’s son while firstborn and favored Tusag-eb Alm is not. It is for this reason that Ehur-eb Alm’s mother loves him better than she does her other offspring, since Ehur-eb Alm represents the only productive union between her and her beloved husband.

Ehur-eb Alm’s only physical form is that of a large (10′ per side) pyramid of necrotic flesh, each face of which shows a twisted, screaming visage: an infant, a child, an adult, an elder. Ehur-eb Alm’s faces – which are of the same person at various stages in their lives – are always those of the most beloved person of the individual(s) who encounter him. The demon prince fights by blasting his foes with an beam of concentrated sorrow so intense that it mortifies flesh, crumbles stone, and rusts metal. Further, living creatures damaged by this attack must save vs. Death (at −3) or lose 1 energy level.

Because he literally possesses eyes that face in each direction, Ehur-eb Alm may not be surprised in combat, nor is he subject to the increased damage from a thief’s backstab ability.

Ehur-eb Alm has the following spell-like abilities, useable at will (unless noted otherwise): Animal Growth, Clairaudience, Clairvoyance, Darkness (10′ Radius), Death Spell (1/Day), Detect Magic, Mirror Image (2/Day), Plant Growth, Pyrotechnics, Read Languages, Read Magic, Sleep (3/Day), Symbol of Despair, Ventriloquism

Additionally, Ehur-eb Alm possesses all of the abilities of a typical Demon Lord:

  • 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

Ehur-eb Alm can only be damaged by +3 or better weapons, though he is susceptible to damage from non-magical weapons made of pure iron. He may Gate (66% probability of success) 4d4 [link id=’684′ text=’Turul Dgag’].

The Tablets of Adad Untash tell the faithful that Ehur-eb Alm is a gullible and guileless demon who can be driven from the world by a chorus of 10,000 prayers delivered beneath a solar eclipse.

The Demons Of Adad Untash: Demon Prince Durruk-eb Bel

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.

Durruk-eb Bel (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120′ (40′)
Armor Class: −2
Hit Dice: 136 hp (22 HD)
Attacks: 1 (weapon)
Damage: 2d6
Save: F22
Morale: 12
Hoard Class: XV, XX
XP: 21,250

Durruk-eb Bel, the Bastard Prince, is the son of Demon Emperor Ashur-eb Asa and his royal concubine Jebel Jebelah, the Queen of Lust. As such, he possesses no firm claim to the throne of the Emperor of the Halls of Dust and Darkness, but a niggling little detail like that is unlikely to hold this ambitious demon back. He plots with his mother – whom he despises, but who is his only influential friend in the upper echelons of power – to lead an uprising of Higher and Standard Order Demons to depose his father and the “legitimate” sons born to the cow called Shalma Shalmallah. Durruk-eb Bel is eager to begin his revolution, but his mother maddens him with her continual cautions to bide his time and wait for the truly opportune moment to strike. In the meantime, the Bastard Prince busies himself with his work tormenting the people of Umaab much the way a bored and sociopathic child tortures ants, flies, and other lesser forms of life.

Though he may take nearly any form, Durruk-eb Bel frequently chooses to appear to the people of Umaab as a humble beggar wearing a tattered red robe and a cracked and chipped crown of clay. He wanders the breadth of Umaab disguised this way at the urgings of his mother, who insists that he will find useful assistance amongst the pathetic creatures who dwell there. The Bastard Prince favors this form even when traversing the Halls of Dust and Darkness – though he will rise up to his true height of 13′ in that hateful realm, as a way of maintaining close to even footing with his relatives.

Durruk-eb Bel wields a copper-bladed axe that carries with it the sting of all of the scorpions of the desert. Anyone wounded by this dread weapon must save vs. Poison at −8 or die instantly.

Durruk-eb Bel has the following spell-like abilities, useable at will (unless noted otherwise): Animate Dead, Animate Objects, Blink, Cause Fear, Charm Person, Create Food & Water, Darkness (5′ Radius), Detect Magic, Fly (240′ per round), Gaseous Form, Haste (2/day), Hypnotism, Magic Jar (2/Day), Power Word: Kill (1/day), Project Image, Snake Charm, Speak with Dead, Sticks to Snakes, Telekinesis (800 pounds), Time Stop

Additionally, Durruk-eb Bel possesses all of the abilities of a typical Demon Lord:

  • 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

Durruk-eb Bel can only be damaged by +2 or better weapons, though he is susceptible to damage from non-magical weapons made of pure iron. He may Gate (66% probability of success) 3d6 [link id=’206′ text=’Tummahu Anang Gar’].

The Tablets of Adad Untash tell the faithful that Durruk-eb Bel is a rash and foolish demon who will gamble nearly anything on the outcome of a sporting event or other game of chance.

The Demons Of Adad Untash: Muaamta

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 skeletal jaws closed around her throat, Nara Mudhul’s body went limp and lifeless. The blackness that engulfed her consciousness whispered dark and terrible words to her, coxing her to join the war against her people. Though she no longer felt the pain of the hideous hound’s raking claws and razor-sharp teeth, her soul burned with an agony she never feared possible. And slowly the darkness continued to offer its vile offer of nightmarish power and release.

Seeing his beloved fall to the beast, Bar-Ganin felt the rage of the desert storms well within him. He tossed aside the holy mace he had been given by the high priest of Marduk before he, the Champion of Dnaniri, and the sorceress had departed for the other world and drew the one weapon he knew he could count on: his grandmother’s ancient iron sword. In the same instant that curved blade leapt into his hands from its enchanted scabbard, Bar-Ganin could only stare as the demon warped and shuddered, reconfiguring itself into a disgusting new form.

Now before him loomed a giant, armed with massive, torturous weapons that glinted evilly off the large multi-faceted eyes that looked down upon him. The tumors that swelled and swarmed across its grey and black skin blasted his mind with their soul-rending resemblance to the face of Nara Mudhul.

“Yes,” the thing’s brush-dry voice spoke, “Your mate is mine now. But fear not, pathetic worm. She is coming to rejoin this battle shortly.”

Casting a glance at the creature’s feet, Bar-Ganin saw with horror that Nara Mudhul’s body was beginning to make its own terrifying transformation…

Muaamta (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 150’ (50’) or 90’ (30’)
Armor Class: -3
Hit Dice: 12
Attacks: 3 (2 claws, 1 bite) or 2 (weapons)
Damage: 3d8/3d8/3d10, level drain or 2d12/2d12, poison
Save: F12
Morale: 12
Hoard Class: XXII
XP: 7,600

Muaamta possess two distinct forms: the first is of a large, skull-headed coal-black hound with burning red eyes and fur that teems with maggots and worms; the second is of a 12’ tall humanoid with a spider’s head, the tail of a viper, and necrotic flesh that undulates with tumors that resemble screaming, agonized human faces. Both forms reek of dead owls. Any individual Muaamta may switch between forms only after successfully killing an intelligent creature in combat. This transformation is nearly instantaneous and does not leave the Muaamta vulnerable in any way.

In hound form, Muaamta attack with powerful claws and terrible bites. Any opponent struck by a Muaamta in hound form will lose 1 level (and the associated hit points, abilities, spell levels, etc.) unless they successfully save against Death at -10. A character drained of all of his levels rises 1d6 rounds later as a Tummahu Anang Gar or an Agara Muun, whichever is more appropriate based upon the dictates of the Tablets of Adad Untash. If neither form is deserved, the character will take the form of whichever demon is closest to the slain character’s original level.

In humanoid form Muaamta attack with giant multi-headed flails and cat o’ nine tail whips. Both of these weapons deliver a vicious poison that causes an additional 1d8 damage per round until a successful save is made. Further, those afflicted with this poison suffer a -5 to hit and a corresponding penalty to their armor class due to the intense burning pain that the poison causes.

In addition to these attacks, Muaamta have the following spell-like abilities, useable at will: Animate Objects, Animate Dead, Charm (Monster, Person, or Plant), Death Spell, Fear, Gaseous Form, Hypnotize, Magic Missile, Polymorph Self, Sleep, Speak with Animals, Speak with Dead, Suggestion

Additionally, Muaamta possess all of the abilities of a typical Higher 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

Muaamta can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Muaamta may Gate (10% probability of success) 2d6 Tummahu Anang Gar (25%) or 1d4 Agara Muun (75%).

Muaamta are occasionally found in graveyards, gloating over the tombs of their victims. More often, though, they are encountered when sent forth by the demon lords of Umaab.

The Tablets of Adad Untash tell the faithful that Muaamta are the souls of those who committed murder, whether in cold blood or motivated by passion, of their own free will.

The Demons Of Adad Untash: Iszirisur

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.

“Why does it smell like cinnamon out here?” Dusz asked no one in particular. “I hate cinnamon.”

The Champion of Dnaniri stood on a tower high above the city of Muuru, looking out on its lights with a wonder that spoke more to his boyhood on his family’s farm than it did to his role as defender of Umaab. It wasn’t so very long ago, really, that he was just a boy on his grandfather’s knee, listening intently as the old man spoke of battles and treasures and things that once seemed impossible. Now, though, they were all too familiar. He was tired, and he wanted nothing more than to hang his axe – the same one his grandfather used – over the mantle and tell his own children tales to amaze them.

Dusz started briefly as a hand caressed his shoulder. He relaxed just as quickly, for it was a cool and smooth hand of his mate, the enchantress Giszeah. Her touch, despite its familiarity, still filled him with awe and wonder as much as it did the fist time they had embraced.

“Sweet Dusz,” Giszeah spoke softly. “Why do you linger out here in the darkness? Our room is warm and the bed is lonely without you…”

“I am sorry, my love. Something tugs at my mind, yet I know not what. I only know that there is no reason for it to smell like cinnamon out here.”

Suddenly, a strange trumpeting shriek pierced the night and a malign whiteness streaked across the sky, headed directly for the two lovers on their balcony high above the city. Riding upon the back of the strange bat-like beast was a foe long thought lost – Shaalath Akis!

“I have traveled many worlds to find this moment,” the mad sorceress cried out above the howling of the wind and the beating of her bizarre mount’s giant wings. “The two of you cost me much. And now you shall repay me with your very souls!”

The notes of insanity in her laughter would have unsettled even the bravest of warriors, but Dusz and Giszeah had fought this fight before. He would deal with the creature Shaalath Akis had summoned from some hell or another while Giszeah would handle the sorceress herself. A set piece before bedtime, almost as comforting as a glass of kiga beetle tea and a game of szarrat.

And yet, there was something in the way the lights of Muuru played off the ivory tusks of the thing, some malign intelligence that gleamed in its eyes as it drew near. Something that suggested that perhaps it, rather than the deranged sorceress upon its back, was the true threat here…

Iszirisur (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 30’ (10’)
Fly: 150’ (50’)
Armor Class: -2
Hit Dice: 11
Attacks: 2 (tusks) or 1 (wing slash)
Damage: 2d8/2d8 or 3d10
Save: F11
Morale:11
Hoard Class: XXI
XP: 6,000

Smelling strangely of cinnamon, Iszirisur resemble giant bone-white bats with the head, trunk and tusks of elephants. They peer out at the world from dull amber eyes that slowly weep streams of pus and blood that stain their chalky faces in bizarre ways.

Normally Iszirisur attack with their stout ivory tusks – and will, like normal elephants, charge to increase their damage if circumstances allow. They may also choose to slash at a victim with their bony wings as they fly by, thus avoiding melee engagement with any target whose initiative score is more than two points lower than their own. Finally, an individual Iszirisur may buffet a group of opponents by beating its wings violently. Victims of this attack must save vs. Breath Attacks or have their spirits blowing into the Astral Plane (treat as being a recipient of the Astral Projection spell). Each turn that a character is in the Astral Plane he may make a new saving thrown to fight his way back to his body. Dangers abound in the Astral Plane, of course, so characters will have their hands full even as they struggle to return to the physical world.

In addition to these attacks, Iszirisur have the following spell-like abilities, useable at will: Blink, Charm (Animal or Person), Cloudkill, Darkness 10’ Radius, Fear, Gaseous Form, Maze, Polymorph Self, Sleep, Speak with Dead, Telekinesis (600 lbs.), and Time Stop (1/day). Further, these dread creatures are very hard to kill, regenerating 3 hp per round so long as they are not in contact with the ground.

Additionally, they possess all of the abilities of a typical Higher 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

Iszirisur can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Iszirisur may Gate (40% probability of success) 1d6 Agara Muun (25%) or 2d4 Uszu Anang Kal (75%).

Iszirisur freely roam the Astral Plane in search of unwary victims and are only encountered in the physical world when summoned by foul rituals or sent forth by their demonic masters.

The Tablets of Adad Untash tell the faithful that Iszirisur are the souls of officers who ordered their soldiers to violate the laws of Kurraszu and murder women, children or elders.

The Demons Of Adad Untash: Dgaan

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.

Lugul the Elder despised sitting in the opulence of King Asirsz’s palace. The excess and waste of the nobility were too much to bear for a man whose sole purpose in the eyes of Marduk was to provide surcease to the common people of Umaab. Just watching fat Prince Husze gorging himself on a plate of boar-and-oat that would feed a normal family for a week made Lugul’s blood boil. That his companion, Dusz, sought to out eat the prince only made it worse.

“Calm thyself, priest. Your consternation plays across your face like the sun upon black glass,” the enchantress Giszeah whispered beside him. “Dusz only does what he must to secure the king’s attention. Now that he is Champion of Dnaniri he must needs behave a certain way. At least at times.”

“I understand, my friend, but I do not have to like what I see. And believe me when I say that this behavior is not viewed well by the gods.”

“Damn the gods, then,” Dusz bellowed, bits of boar-and-oat spraying from his mouth as he spoke. “Do not think I cannot hear you two, whispering your whispers. Men must eat!”

Prince Husze laughed uproariously at this, his own repast spilling out onto his plate, which was quickly taken away by servants and replaced with a new one, causing Lugul no end of irritation.

“When my father sought to fill the Champion’s place after Ullabas was killed, you know it was I who suggested you, friend Dusz. Your name and deeds spoke for themselves, despite your dubious ac-c-cquaint-an-”

Prince Husze’s voice caught in his throat as he began to choke, a bone caught in his windpipe. Three servants rushed forward to assist the prince, his face rapidly changing from its soft pink tones to a red that bordered on purple.

Even as the men strove to save the prince from his own gluttony, he struck at them and shoved them away, attempting to defend his plate from them as though they were out to steal his food. Lashing out so violently, he drove the men back, while at the same time sealing his fate. In short order, the gluttonous prince lay dead, splayed across the table, face down in the food he cared for more than he did his own people.

Moments later, in the Halls of Dust and Darkness, a new beast was born to one of the Demon Empresses’ handmaidens. Its birth cries sounded oddly like a man choking to death while laboring to protect something he held precious.

Dgaan (Higher Order Demon)
No. Enc.: 1d3 (1d3)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
Armor Class: -1
Hit Dice: 9
Attacks: 4 (2 claws, 1 bite, 1 tail sting)
Damage: 1d12/1d12/3d8/2d4 + poison
Save: F9
Morale: 10
Hoard Class: XX
XP: 4,500

Birthed in the Halls of Dust and Darkness by the handmaidens of Shalma Shalmallah, Dgaan come forth into the world with the body of the lion, the head of the crocodile, and the terrible stinging tail of the scorpion. These demons are as cruel as they are clever and live only to sow chaos in wherever they may be sent by their mothers’ mistress.

Dgaan attack by rending with their claws and biting with their ever-dripping jaws. Further, they strike with the poison-filled barbs atop their their segmented tails. The poison from these creatures is both strong and deadly – saving thrown made against this poison suffer a -3 penalty and a failed save results in instant death, while those whose saves are successful are drained of 1d4 each of Strength and Constitution due to the wasting effects of the poison. Characters who are killed by Dgaan poison may not be resurrected or reincarnated.

In addition to these attacks, Dgaan have the following spell-like abilities, useable at will: Detect Invisible, Hypnotism, Illusion, Invisibility, Levitate, Mind Blank (1/day), Mirror Image, Polymorph Other, Polymorph Self, Read Language, Suggestion, Symbol of Insanity, Vanish, and Ventriloquism.

Additionally, they possess all of the abilities of a typical Higher 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

Dgaan can only be damaged by +2 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Dgaan may Gate (30% probability of success) 3d6 Lum Anang Kul (25%) or 2d4 Badag Gul (75%).

Dgaan are occasionally found wandering the plains or deserts of Umaab; more frequently, though, they are encountered traveling on a mission for Shalma Shalmallah.

The Tablets of Adad Untash tell the faithful that Dgaan are the souls of nobles who mistreat their servants and wantonly waste resources that could make their people’s lives better.