Category Archives: Monsters

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.

BoL Foes: Cuachicqueh – The Shorn Ones

Wherein your humble scribe presents a set of opponents for his Mesoamerican themed setting for Barbarians of Lemuria.

Cuachicqueh – whose appellation translates as “The Shorn Ones” – are the ultimate Tlactozotl warriors; feared by king, priest, soldier and peasant. No fiercer breed of man exists within the lost valley. These elite fighters take their name from their custom of shaving their heads completely but for a single braid that extends over their left ear. They are also known to paint their faces and heads, normally half red and half blue, though other color schemes have been seen. Prior to entering battle, each Cuachicqueh swears a blood oath never to retreat even a single step. Violation of this oath results in death.

Rumors persist that Cuachicqueh cannot truly be killed by an opponent in battle and that if slain their bodies arise anew, powered by some strange magic or perhaps by the will of the gods themselves. Regardless of the veracity of these legends, one is strongly advised not to engage with Cuachicqueh who are charged with the protection of a temple, as these warriors are known to continue fighting through injuries that would kill a lesser man.

Essences
Lifeblood 13

Attributes
Strength 3
Agility 1
Mind 0
Appeal 0

Combat Abilities
Brawl 0
Melee 3
Ranged 1
Defense 0

Career
Warrior 2
Soldier 2

Protection: 1d6-1 (quilted cotton armor & shield)
Weapons: Macuahuitl (obsidian-toothed wooden swords) 1d6+4 (-1 to hit)
Atlatl (dart thrower) 1d6+2

BRP Bestiary: Troghûl

Wherein your humble scribe presents a classic weird-ass Basic D&D monster written up for Basic RolePlaying.

Troghûls are a magically-created amalgam of hobgoblins, trolls, and ghouls that outwardly are nearly identical to hobgoblins. Like trolls, these creatures are able to regenerate wounds of all sorts, except those that are the results of fire. Like ghouls, the touch of a Troghûl can paralyze its unlucky victims. And like Hobgoblins, Troghûls are able to travel and fight in full daylight without penalty.

Troghûls are often found among the retinue of powerful Hobgoblin leaders and are also occasionally used as shock troops by powerful wizards and clerics.

Troghûl, A Big Bag Of Nasty

STR 4d6 (14)
CON 2d6+6 (13)
SIZ 2d6+6 (13)
INT 2d6+3 (10)
POW 3d6 (10-11)
DEX 3d6 (10-11)
MOV run-10

Average HP: 13
Average Damage Bonus: +1d4
Morale: 85%

Armor: 1d6 (Hard Leather Armor)

Attacks: Scimitar 40%, damage 1d8+1 + db
Spiked Shield 35%, damage 1d3 + db
Claws 45%, damage 1d4 + db + paralysis
The claws of a Troghûl deliver a toxic substance that paralyzes those who are wounded by them. Each time a character is damaged by a Troghûl’s claws he should make a CON roll against a POT equal to the Troghûl’s own CON. If successful the character is unaffected by the toxin. If unsuccessful then the character becomes paralyzed for a number of hours equal to the POT of the toxin minus the character’s CON, with a minimum of at least 1 hour.

Skills: Climb 55%, Command 35%, Dodge 45%, Grapple 50%, Intimidate 75%, Listen 55%, Spot 50%, Stealth 55%

Powers: Like the Trolls from which they were created, Troghûls regenerate 1d3 HP per round unless the damage is done by fire.

BRP Bestiary: Muttmen

Wherein your humble scribe presents a classic AD&D monster written up for Basic RolePlaying. You might find this writeup handy if you’re heading to any forbidden cities.

Muttmen are not truly a race, but are instead an admixture of many different species’ bloodlines. Any individual Muttman is likely a combination of human, orc, gnoll, ogre, hobgoblin, dwarf, elf, and wug and may have the blood of yet other races in their veins as well. Each Muttman’s appearance is unique, nearly always combining the worst features of his or her lineage into a distinctly ugly package.

When pressed into combat, Muttmen fight with whatever weapons are at hand, which most often includes short swords and clubs. Occasionally a handful of Muttmen will possess blowguns and darts tipped in some poison or paralyzing agent. These concoctions are seldom very potent, but unprepared enemies may be quite surprised by the resourcefulness of these creatures.

Muttmen are invariably outcasts from civil society and are often enslaved by amoral power groups. Due to their marginalized existence, these creatures have learned to hide and mimic animal and monster sounds. Further, they are accomplished pickpockets. These skills enable them to survive on the fringes of a world that would rather they didn’t exist. They frequently dwell in ruins and other forgotten places of the earth.

Muttmen, A Race Of Mongrels

STR 4d6 (14)
CON 4d6 (14)
SIZ 3d6+3 (13-14)
INT 2d6
POW 2d6+3 (10)
DEX 3d6 (10-11)
MOV run-10

Average HP: 14
Average Damage Bonus: +1d4
Morale: 45%

Armor: 1d6-1 (Leather)

Attacks: Club 35%, damage 1d6 + db
Short Sword 35%, damage 1d6+1 + db
Blowgun 25%, damage 1d3 + poison or paralysis
Fist 40%, damage 1d3 + db

Skills: Dodge 40%, Hide 80%, Mimic Sound 90%, Pick Pockets 70%, Spot 50%

BRP Bestiary: Flail Snail!

Wherein your humble scribe presents a classic weird-ass AD&D monster written up for Basic RolePlaying. He’d change the name to avoid litigation, but really, you just can’t come up with a better name than Flail Snail. Club Slug might have worked but for the shell.

Flail Snails are large, slimy mollusks with multiple flail-like tentacles rising from their heads. Their shells are brightly-colored and unnaturally magic resistant. In addition to this magic resistance, flail snails are completely immune to poison and only suffer 1/4 damage from any fire-based attack. Flail Snails are very sensitive to bright lights and will not be found outside during daylight hours. Further, they will retreat from any light source brighter than a torch or lantern.

A dying flail snail may emit a piteous wail that has a 50% chance of drawing the attention of another monster in the area. Then again, it might not.

Flail Snail, Absurdity Mollusk-onified

STR 4d6+12 (26)
CON 4d6+6 (20)
SIZ 4d6+11 (25)
INT 2
POW 3d6+6 (16-17)
DEX 1d6 (3-4)
MOV crawl-4

Average HP: 23
Average Damage Bonus: +2d6
Morale: 50%

Armor: 2d12-2

Attacks: Flail 25%, damage 1d4 + db
A Flail Snail has 1 flail per 5 HP and can attack with each one once per round. These attacks can be directed independently. Each 5 HP of damage sustained by a Flail Snail reduces the number of flail attacks it has available by 1.

Skills: Dodge 5%, Climb 35%, Sense 75%, Spot 20%, Track 30%

Powers:

Magic Resistance – Any person casting a spell at a flail snail must succeed at a Power Point:Power Point resistance roll or the spell will fail. On a fumbled Resistance roll the spell is redirected back at the caster.

BRP Bestiary: Giant Poison Salamander

Wherein your humble scribe presents a monster writeup he’s using in a D&D-style Basic RolePlaying game, enabled in no small part by the delightful majesty that is BRP Classic Fantasy.

Giant poison salamanders grown to nearly 7 feet long. They are typically night-black with bright red or yellow markings on their rubbery, damp skins. These incredibly agile beasts are dangerous hunters whose bite delivers a deadly poison. Wugs often train and keep these creatures as guard animals in much the same way that goblins employ wolves.

Giant Poison Salamander, Crawling Hunters Of The Swamp

STR 2d6+6 (13)
CON 3d6 (11-12)
SIZ 2d6+6 (13)
INT 3d6+3 (14-15)
POW 2d6+6 (13)
DEX 2d6+6 (13)
APP 2d6+3 (10)
MOV run-8

Average HP: 11
Average Damage Bonus: +1d4
Morale: 85%

Armor: 1d4-1

Attacks: Bite 40%, damage 1d6 + poison (POT = SIZ)
Claw 30%, damage 1d3 (+db)

Skills: Dodge 75%, Hide 65%, Jump 35%, Listen 65%, Sense 80%, Spot 45%, Stealth 75%, Swim 25%

BRP Bestiary: Wugs!

Wherein your humble scribe presents a couple of monster writeups he’s using as the primary antagonists in a D&D-style Basic RolePlaying game, enabled in no small part by the delightful majesty that is BRP Classic Fantasy.

Deep in the dreaded Bonenettle Swamp is is said that one may encounter the Wugs – horrible humanoid toadmen who worship dark gods. These creatures, the old stories say, were once human like you or me, but became corrupted by the foul entities they revere. They speak a maddening, blubbery tongue and perform terrible rites using lost children and unwary adventurers as their sacrifices.

Wug Warrior

Wug Warriors spring into combat on their powerful jumping legs, and in the round that they move in this fashion their damage bonus increases by one step.

Wug Warrior, A Toadman With A Point To Make

STR 3d6+3 (14-15)
CON 3d6+2 (13-14)
SIZ 1d6+8 (11-12)
INT 2d6+3 (10)
POW 3d6 (11)
DEX 2d6+6 (13)
APP 2d6 (7)
MOV hop-8

Average HP: 12
Average Damage Bonus: +1d4
Morale: 75%

Armor: 1d6-1, Leather Armor & Tough, Rubbery Skin

Attacks: Spear or Club 45%, damage 1d6+1+db (1d6+2+db if used 2-handed)
Round Shield 35%, damage 1d3+db
Claw/Claw/Bite 25%, damage 1d3/1d3/1d2 (+db)
Grapple 25%, damage special

Skills: Dodge 65%, Hide 85%, Jump 60%, Listen 35%, Spot 40%, Stealth 65%, Swim 45%

Powers: none

Wug Shaman

Like their larger and more martial brethren, Wug Shamen are able to leap into combat, increasing their damage bonus by one step (on average from none to 1d4) when they do. More often, though, these crafty toadmen rely on the spells they possess to handle their enemies. Wug Shamen typically wear large, heavy copper torcs which act as armor as well as serving as a cultural indicator of their role within the tribe.

Wug Shaman, A Toadman With A Trick Up His Sleeve

STR 3d6 (11-12)
CON 3d6 (11-12)
SIZ 2d4+4 (9)
INT 3d6+3 (14-15)
POW 2d6+6 (13)
DEX 2d6+6 (13)
APP 2d6+3 (10)
MOV hop-8

Average HP: 10
Average Damage Bonus: none
Morale: 65%

Armor: 1d4-1, Torcs & Tough, Rubbery Skin

Attacks: Spear or Club 35%, damage 1d6+db
Claw/Claw/Bite 20%, damage 1d3/1d3/1d2 (+db)

Skills: Dodge 65%, Hide 85%, Jump 50%, Listen 40%, Perform: Ritual 40%, Spot 45%, Stealth 55%, Swim 45%

Powers: Magic spells, typically including Charm Person 30%, Haste 25%, Heal 50%, Hold Person 40%, Restore Fatigue 40%