Category Archives: Monsters

The Demons Of Adad Untash: Agara Muun

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)
Damage: 3d6/3d6
Save: F7
Morale: 12
Hoard Class: XXII
XP: 1,840

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.

The Demons Of Adad Untash: Turul Dgag

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.

Kurbisz the Executioner stood just behind Shaalath Akis, and slightly to her right. In fact, he was always slightly to her right. He had begun to suspect that the wound that caused the scar at the corner of her left eye had done more damage than she let on. And she was clearly disinclined to have the wily assassin somewhere that she couldn’t keep tabs on him. At least, he assumed that’s why she banished him from her bed when she was finished with him for the night.

And used magic to seal the doorway to her chamber after he left.

And inscribed some kind of weird rune on that door that filled him with dread when he looked upon it.

When he was inclined to be honest with himself, Kurbisz had to admit that he was probably just being used by the witch. But he was enjoying himself well enough. For the time being, anyway.

“Kurbisz!” the sorceress snapped. “Pay attention, fool. You are about to see a thing of such heart-rending beauty that your mind will be forever… changed.”

The assassin hated these little displays of what Shaalath Akis found “beautiful.” Usually it was some kind of dreadful demon or another. These things weren’t beautiful. They were ugly. Not terrifying or nightmarish or anything so astounding as that, though others seemed to find them so. But then he was not weak-willed like most of those who served his mistress. He was not so easily frightened. He was Kurbisz the Executioner, after all…

**********

“Get up, you halfwit!” Shaalath Akis barked. “You’ve seen worse than this and stood your ground. Why would something so simple cause you such fright?”

Kurbisz struggled to lift his shaking form from the ground where he had fallen in a dead faint. The thing. My god, the thing. A giant snake was something. A giant four-headed snake was another. A giant four-headed snake with human faces was still another. But the faces! The silent yet howling faces, in such… agony. Why had he reacted so strongly to them? What was it about them that… My god! That creature! It… it’s… it’s my father! Such suffering is to much too bear, even when heaped upon him!

Instinctively, Kurbisz drew his curved dagger and lunged at the creature that stood before him. All of his training brought the blade to its perfect mark. In an instant it lay dead at his feet, its serpentine body writhing even as the faces went slack, their eyes closing. As the demon let out its death rattle Kurbisz heard voices within his head. Its words brought tears to his eyes. Thank you, my son… they said.

Gods! The thing had known who he was all along.

Kurbisz collapsed again, in a heap at the feet of Shaalath Akis, who kicked his unconscious body as she sneered.

“Why in all of Umaab did you do that, you fool? It will be weeks before I can summon another of these damned things!”

Turul Dgag (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: 1
Hit Dice: 6+6
Attacks: 5 (4 bite or spit, 1 constrict)
Damage: 2d4 or poison/1d6
Save: F7
Morale: 9
Hoard Class: XVII
XP: 1,580

These demons appear as giant, four-headed snakes covered in orange, green and black scales. The four heads of an individual Turul Dgag represent the same man at four stages of his life: infancy, childhood, adulthood, and old age. Turul Dgag are eerily silent, even as their faces contort into masks of agony.

Each head of a Turul Dgag may attack independently in a round, either by biting or by spitting a viscous, milky poison to a range of 30’. Those struck by this secretion must save vs poison or die within 1d8 turns.

Turul Dgag have the following spell-like abilities, useable at will: Detect Hidden and Invisible Items, Darkness 10’ Radius, Fear, Snake Charm, Sticks To Snakes, Symbol of Despair. These demons also regenerate 1d3 hit points per round.

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

Turul Dgag can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Turul Dgag may Gate (15% probability of success) 1d2 Uszu Anang Kal.

Turul Dgag occasionally gather in the ruins of ancient cities, especially those where vice and gambling were common.

The Tablets of Adad Untash tell the faithful that Turul Dgag are the souls of men who abandoned their families to pursue a life of gambling and debauchery.

The Demons Of Adad Untash: Banzu Mugaam

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.

“Sorceress! You must help us!” the woman howled through her tears. “Five children have gone missing since the moon was last full. My own Imdilla and Imrudaa among them…” she added, before she was completely overcome with grief, unable to speak further.

“The city guards claim that they saw young Szeri, the butcher’s son, dragged into the sewer by a clawed camel,” her husband continued. “But if those useless kuru saw anything at all they saw it through drunken eyes. Surely they are lying?” he asked, more pleading than certain.

The sorceress drew her breath sharply through her teeth. She had no time for trifles, bigger troubles faced Umaab than a few errant children and a handful of lazy, drunken city guards. Still, the voice of her father echoed in her head, “We must never turn our backs on people in need, daughter. Though we live apart from them, we are of them, after all.”

“I will use my magic to scry upon these children so that I may tell you where they are to be found,” she said. “But I must ask you for a favor in return…”

Though she hated to take something of such value from these peasants, she had her own needs. And only the fire opal set in the woman’s hair comb could fuel the spell she must cast to open the gateway to where her beloved lay, trapped there by her nemesis, Shaalath Akis.

“Merely a short delay, sweet Dusz,” the sorceress thought. “A simple incantation to locate these calves that have strayed and then we will be reunited…”

Banzu Mugaam (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 60’ (20’)
Armor Class: 0
Hit Dice: 6
Attacks: 3 (2 claws, bite)
Damage: 1d6+1/1d6+1/1d4+2
Save: F6
Morale: 10
Hoard Class: X
XP: 1,070

Banzu Mugaam look like squat, hairy human females with leprous, rotting camel heads. Their hands end in wicked talons while their legs end in cloven hooves. Their warty, wrinkled skin has a distinct greenish cast and they smell faintly of gangrene.

These demons are stronger than they would seem, and their terrible claws and vicious bites are quite dangerous. They constantly hunger for human flesh and are canny hunters.

Banzu Mugaam have the following spell-like abilities, useable at will: Charm Person, Fear, Levitate, Creeping Doom, Telekinesis (400 lbs.). Additionally, once per day these demons can 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

Banzu Mugaam can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Banzu Mugaam may Gate (10% probability of success) 1d6 Saam Ursag Mul.

Banzu Mugaam are sometimes encountered in the sewers beneath orphanages and hospitals, where they lure the infirm and children to their deaths.

The Tablets of Adad Untash tell the faithful that Banzu Mugaam are the souls of mothers whose children died of neglect.

BoL Bestiary: Bone Apes

Bone Apes are chimpanzee-sized hominids that appear to be covered in thick bone-colored fur. These creatures make their homes in abandoned graveyards, lost cities, and anyplace else where human remains are likely to be found.

Bone Apes attack by swinging thighbones as clubs or by hurling skulls at their opponents (to a range of 20′). They often carry several such missiles in small bags that they weave from shredded clothing and other readily available fibers.

Bone Apes have powerful jaws that they use to grind bone into a fine meal which they combine with their spittle, smear upon their fur, and allow to harden into a rudimentary form of armor. If pressed, Bone Apes will bite, but they prefer to reserve their teeth for the grisly task that gives them their coloration and their name.

Attributes
Strength 2
Agility 3
Mind -1

Combat Abilities
Attack with thighbone club +2; damage 1d6
Attack with thrown skulls +1; damage 1d2
Attack with bite +0; damage 1d6
Defense: 3
Protection: 1d2 (bonemeal armor)
Lifeblood: 11

S&W Bestiary: Cairn Witch

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

A Cairn Witch is a fearsome, evil hag-like being that haunts the areas around burial mounds and sites of ancient battles. These creatures possess powerful spell-casting abilities, which they use to great effect. Treat cairn witches as 7th level magic-users. A cairn witch will normally do its best to use its arcane powers to sow discord among an adventuring party, endeavoring to drive the group apart so that its individual members are easier targets for her wrath. Though they are not undead, cairn witches may be turned as though they were 12 hit die creatures.

Cairn Witch: HD 7; AC 4 [15]; Atk 1 weapon or 2 claws (1d4 or 1d3/1d3); Move 9; Save 9; CL/XP 11/1700; Special: spells, 40% magic resistance, half damage from non-magic weapons.

S&W Bestiary: Dung Spider

Wherein your humble scribe presents another new monster for Swords & Wizardry (Core Rules), the Dung Spider.

Dung Spiders are poisonous arachnids roughly the size of two large fists held together. They take their name from the unique way in which they lie in wait for prey. A dung spider curls its long legs in on itself and sits on the ground, appearing to be a small pile of animal feces, biding its time until some unfortunate creature passes close enough for it to strike. When a target comes within 10′ of the dung spider, it uncoils rapidly and launches itself at its victim. The first time a creature encounters a dung spider surprise is automatic. Any future encounters will also result in automatic surprise unless the victim is particularly wary of being attacked by a dung spider.

Dung Spider: HD 1; AC 6 [13]; Atk 1 bite (1d2 + poison); Move 12; Save 16; CL/XP 3/60; Special: lethal poison (+3 saving throw), automatic surprise.

S&W Bestiary: Coineater

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Coineater. Don’t read too much into the timing of this particular post.

Coineaters are man-sized humanoids with remora-like heads. They actively seek out individuals in possession of any quantity of coins greater than a handful and will follow them about while emitting an annoying high-pitched whine. This sound increases the chance of a wandering monster encounter to 3-in-6 per turn.

If the target of the coineater’s pursuit leaves a pile of his coins equal to approximately 1/3 of the gp value possessed in a small neat stack the coineater will devote its attention to devouring the previous metals and cease following the target. A coineater so appeased will not follow the same individual for a full year.

If attacked, or if not provided with appropriate tribute within 2d4 turns, a coineater will respond by latching onto the target with its vicious, rasping mouth and will begin sucking the unfortunate victim’s blood. A coineater will cease this blood drain immediately if the appropriate tribute is offered. Otherwise, it will continue to drink until the victim is dead. After the death of its victim the coineater will devour 50% of the target’s coins and then head off in pursuit of a new source of nourishment.

Coineater: HD 10; AC -1 [20]; Atk 1 bite (1d4); Move 15; Save 6; CL/XP 12/2000; Special: blood drain (1d6).

S&W Bestiary: Pra Saguna

Wherein your humble scribe presents another quick monster for Swords & Wizardry (Core Rules), the dreaded Pra Saguna.

Pra Saguna are the restless dead warriors of certain remote cultures found deep within the jungles of the southern continents. Their corpse-like bodies are garishly decorated with paints and dyes, and their hollow eye sockets glow green beneath the full moon under which they prefer to hunt.

In addition to using the wickedly curved blades common to their culture, Pra Saguna possess a breath attack, in the form of a cloud of deadly spores, that does 12 hit points of damage. They may use this attack up to 5 times per day, though no more than twice per combat.

Pra Saguna encountered when the moon is full regenerate 3 hit points per round. Outside of this time frame, they are much easier to dispatch, as their regeneration ability weakens to only 1 hit point per round in other lunar phases.

Pra Saguna: HD 6; AC 3[16]; Atk 1 weapon (1d8); Move 9; Save 11; CL/XP 8/800; Special: Undead, Regeneration, Breath Attack.

S&W Bestiary: Vampire Toad

Wherein your humble scribe presents, for no reason in particular, a new monster for Swords & Wizardry (Core Rules), the Vampire Toad.

Vampire Toads are large (5′ long), ebon-hued amphibians who have been infected with an arcane affliction akin to “normal” vampirism. The bite of these creatures drains a level from the victim if a save is not made. Each level so drained adds 1 hit die to the Vampire Toad (to a maximum of 8 total HD), increasing its hit points as well as its ferocity in combat.

Though they are not truly Undead, Vampire Toads may be turned as though they were by anyone wielding a silver mirror.

Vampire Toad: HD 4; AC 5[14]; Atk 1 bite (1d6 + level drain); Move 6; Save 13; CL/XP 9/1100; Special: +1 or better magic weapon to hit, 35% magic resistance, level drain (save applies).

Green Demons Of The Fevered Dream

When the mighty sorcerer Krug Jas cast Prince Asaam and King Riaz into the realm of the Fevered Dream, he trapped them in eternal battle against the Green Demons who live there.

Though 1,000 years passed in Kaalmuria, time all but stood still for the warriors who fought beneath the Golden Eagle banner of Kharnum Dhrynn. There they remained, fighting a ceaseless horde of demons who all-but-completely resembled their original foes, the army of their nation’s chief rival, the Emirate of Bateer Falim.

Bereft of its leaders and army, Kharnum Dhrynn fell before the might of its enemies (as they themselves would later fall when Krug Dras had squeezed them dry for his own benefit), leaving little but legend of the once proud nation in its wake.

Today all that remains of Kharnum Dhrynn are three strange onion-domed towers hidden in a canyon deep within the Great Western Desert. There, atop her decaying throne, sits the ancient, undying body of Queen Svetla, who works slowly at the embroidery she holds in her dry, brittle hands as she awaits the return of her husband and son from their campaign against the minions of Krug Jas.

The Green Demons appear as human soldiers armed with swords, axes, or whatever one-handed melee weapons are used by the foes they mimic. Except for a slight greenish cast to their skin and a wolf-like lengthening of their canine teeth, the Green Demons are indiscernable from those they are meant to resemble.

The Green Demons are classified as rabble.

Attributes
Strength 2
Agility 0
Mind 0
Appeal -2

Combat Abilities
Brawl 0
Melee 2
Ranged 0
Defense 0

Career
Soldier 2

Lifeblood 3

Protection: 1d3 (light armor & shield)
Weapons: Swords, Axes, or other 1-handed weapons, 1d6