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.
Ullabas held firm as the giant claw closed around his shield, crushing it beyond recognition as the symbol of his position as Champion of Dnaniri. No matter. The king’s smiths would just have to make him a new one once this day was done.
“Anake!” the warrior called out. “What takes your enchantments so long?”
Ullabas’ question was answered with a rapid rise in the magician’s voice, whose arcane words were growing ever more powerful as he spoke them. The warrior had little understanding of Anake’s abilities, but he suspected that something very interesting was about to happen.
Then, without warning, three eldritch bolts shot past Ullabas and struck the enchanter, disrupting his concentration and causing his spell – whatever it was – to fail. Distracted by the setback, and now bereft of his shield, Ullabas failed to avoid the claws of the demon as it pressed the attack. Both struck home, and the Champion of Dnaniri felt his life fading as the two giant pincers closed ever more tightly about him.
Inhuman laughter filled the cave and Anake stared in horror at the rift that had been torn in reality by the demon’s dark magic. Coming from that gateway there seemed to be a hellish howling, like that of a dozen tormented baboons. The sound drew nearer as the crab-demon flung the two halves of Ullabas’ body to either side and began to advance.
And still that eyeless face laughed.
Agara Muun (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: -2
Hit Dice: 7
Attacks: 2 (2 claws)
Hoard Class: XXII
Agara Muun appear in our world as bull-sized blood red crabs with eyeless human faces. Their bodies exude a stench that is part rotten fish and part stale sweat. These demons are filled with extreme loathing for the living and delight in creating suffering and terror.
Agara Muun attack with their large and dangerous claws each round. Any character or creature successfully struck by both claws in a single round must save vs. Death or die instantly from being cut in two. Further, any claw attack that would have struck if the target were not using a shield destroys that shield as the powerful claw crushes it beyond usefulness.
Agara Muun have the following spell-like abilities, useable at will: Blindness, Deafness, Fear, Greater Confusion, Magic Missile, Mind Blank, Veil.
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
Agara Muun can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Agara Muun may Gate (30% probability of success) 2d4 Lum Anang Kul.
Agara Muun sometimes occupy caverns and caves, though more often they are simply found in the service of evil cultists.
The Tablets of Adad Untash tell the faithful that Agara Muun are the souls of those who murdered their kin.