Category Archives: Settings

BoL Character: Zoru Dhalim (Etienne Toreaux)

Wherein your humble scribe presents the third of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. One more will follow.

Born into the noble house of Toureaux in Roudenelle, Etienne spent his youth studying the Laws of Commerce and dreaming of far off lands that could be exploited, er, tapped, as new sources of spices, gems and ores. When his family was slaughtered and his house raised by the conquering army of Krug Jas, Etienne narrowly escaped with his life thanks to the efforts of a loyal family retainer. Etienne, who took the Zaaric name Zoru Dhalim in order to hide from the conquerer’s army, retreated to the farmlands outside of Roudenelle where he lived as a peasant farmer and began to study the healing arts. When the soldiers of Krug Jas came again and destroyed the farm on which he lived, motivated by nothing more than malice, Zoru vowed that he would become wealthy enough to employ an army of assassins to put an end to Krug Jas once and for all. Though he has not realized this dream yet, his quick mind and years of study have helped Zoru become a very wealthy merchant in a short time.

Essences
Lifeblood 10
Hero Points 1

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Noble 1
Farmer 0
Healer 0
Merchant 3

Boons
Etiquette
Great Wealth
Trustworthy

Flaws
None

Languages
Native (Literate)
Zaaric (Literate)

Equipment
Mace (1d6)
Sling (1d3)
Medium Armor (1d6-1)

BoL Character: Thylissa of the North

Wherein your humble scribe presents the second of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. Several more will follow.

Thylissa grew up in the frozen northlands, a fierce and untamed barbarian warrior. In her 16th year she was captured by slavers from the south and sold to the pirate king Draato. Her beauty saved her from the more brutal aspects of slavery and Draato instead treated her as a concubine. In this role she developed skills as a dancer, the better to please her master. When Draato’s ship was sunk on the high seas she was rescued by a passing merchant fleet with whom she served as an able sailor. Since her return to land she has eked out a living as a thief and tomb-robber.

Essences
Lifeblood 12
Hero Points 5

Attributes
Strength 2
Agility 1
Mind 0
Appeal 1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Barbarian 2
Dancer 1
Mariner 0
Thief 1

Boons
Beast Friend
Quick Recovery

Flaws
Distrust of Sorcery

Languages
Native (Non-literate)

Equipment
Great Axe (1d6+2)
Hand Axe (1d6)
Bow (1d6)
Medium Armor (1d6-1)

BoL Character: Rogan Stringbender

Wherein your humble scribe presents the first of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. Several more will follow.

Though born to Arnosto, one of the noted scribes of the southern lands, Rogan showed little inclination for serious study, preferring instead to spend his days playing whatever musical instruments he could get his hands on. He left his homeland as soon as he could, in search of new melodies and new instruments to play. Life in the real world proved less easy than it had been at his father’s college and Rogan soon turned to petty crime to supplement his income. A short while after this fall into the darker side of things Rogan was befriended by the sorcerer Skaarmaltheneon, who observed in the young man a natural talent for the arcane arts. After a time in the tutelage of that great mage, Rogan has again struck out on his own.

Essences
Lifeblood 10
Arcane Power 10
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl -1
Melee 2
Ranged 0
Defense 3

Careers
Scribe 0
Minstrel 2
Thief 1
Magician 1

Boons
Magic of the Sorcerer Kings

Flaws
Feels The Cold
City Dweller

Languages
Native (Literate)
Written Magic

Equipment
Sword (1d6)
Sm. Shield (+1)
Light Armor (1d6-2)
Lute

The Demons Of Adad Untash: Lower Order Demon Summary

The writeups for all nine of the lower order Demons of Adad Untash are complete!

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

  • 4 Hit Dice
    • Barbu Dnin Kur
      Vicious Three-Headed Birds With Diseased Bites!
      AL C(E), MV 180′, AC 2, HD 4 + 3, #AT 3 2d4/2d4/2d4 + Disease Chance, SV F5, ML 10
    • Tummar Anang Kur
      Dog-cows with poisonous rat tails and magic powers!
      AL C(E), MV 150′, AC 3, HD 4, #AT 2 1d6/1d4 + Poison, SV F4, ML 8
  • 3 Hit Dice
    • Uszu Anang Kal
      Foul-smelling boar-snake beasts from beyond!
      AL C(E), MV 120′, AC 4, HD 3 + 3, #AT 2 or 1 DG 1d6/1d6 or 2d4, SV F3, ML 11
    • Anu Bata Kalb
      Scroll-collecting beetle-men who can paralyze with their eyes!
      AL C(E), MV 90′, AC 4, HD 3, #AT 2 DG 1d6/1d6, SV C3, ML 8
  • 2 Hit Dice
    • Tummahu Anang Gar
      Hideous horse-headed demons armed with whips to drag you to hell!
      AL C(E), MV 120′, AC 5, HD 2 + 4, #AT 1, DG 1d6+1 or 1d4+1, SV F3, ML 12
    • Lum Anang Kul
      Two-headed baboon-things with fear-inducing screams!
      AL C(E), MV 120′, AC 6, HD 2, #AT 1, DG 1d8, SV F2, ML 9
  • 1 Hit Die
    • Bazu Tum Laag
      Toad-Spider monstrosities with poisonous bites!
      AL C(E), MV 120′, AC 5, HD 1 + 3, #AT 1, DG 1d6+1 or 1d4+1, SV F2, ML 12
    • Saam Ursag Mul
      Fast-flying cat-vultures with terrible talons!
      AL C(E), MV 30′, Fly 180′, AC 8, HD 1, #AT 2, DG 1d4/1d4, SV F1, ML 10
    • Muzgub Anang Gul
      Speedy little gator-headed rat-things!
      AL C(E), MV 180′, AC 4, HD 1, #AT 1, DG 1d4+1, SV F1, ML 7

Next up – after I take a few days to think about less nightmarish things, perhaps – will be the demons that occupy the “standard order” niche of this pantheon. Once those are done I’ll be sure to provide a handy reference like the one above for them. I’m all about making these beasties as easily accessible as possible. It’s just the kind of guy I am.

The Demons Of Adad Untash: Barbu Dnin Kur

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 cried out in pain and collapsed as the gaping maw tore away yet another chunk of his flesh. Whether he still lived Dusz could not tell, nor was the myrmidon likely to have a chance to assess his companion’s fate. Only he and his beloved, the sorceress Giszeah, yet stood – and they were surrounded on all sides by the terrible tooth-filled beaks of these giant, eyeless hell-spawned beasts.

“My spells are useless against them!” called out Giszeah as a set of snapping mandibles missed her by inches.

“Do you remember, my darling, the day we met?” barked back the warrior as his axe laid open the chest of one of the bird-things.

“Of course I do, you would have died but for the holy water I…”

“Yes! The Blessed Water of Ea! It worked then, when iron and magic would not. Try it now, Giszeah! For the love of Marduk, Ishtar and all of Umaab! Try it now!”

Barbu Dnin Kur (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 180’ (60’)
Armor Class: 2
Hit Dice: 4 + 3
Attacks: 3 (bites)
Damage: 2d4/2d4/2d4, disease
Save: F5
Morale: 10
Hoard Class: None
XP: 740

Barbu Dnin Kur manifest in our world as 8’ tall flightless birds with three scaly, serpentine necks that end in eyeless heads. The powerful hooked beaks of these monstrosities open to reveal multiple rows of razor-sharp fangs, which drip with a virulent slime. Victims of a bite from one of the mouths have a 33% chance of contracting a disease that will prove fatal within 1d6 days unless the spell Cure Disease is cast upon the afflicted character.

Twice per day a Barbu Dnin Kur may spend a combat round weaving its three necks in an undulating pattern that places those who fail a Saving Throw vs Spells into a trance that affects them though the Sleep spell had been cast upon them.

Additionally, they possess all of the abilities of a typical Lower 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)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional point of damage.
  • Exceptionally vulnerable to Holy Water, taking 3d4 damage per thrown vial that hits or an additional 1d8 of damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 6HD) by Clerics of the gods of Umaab.

Barbu Dnin Kur often congregate at the confluence of effluent-choked streams and rivers. They are also occasionally ridden into battle by certain types of more powerful demons and, less often, by select high-level evil clerics.

The Tablets of Adad Untash tell the faithful that Barbu Dnin Kur are the souls of those who died of diseases contracted from eating unclean meats.

The Demons Of Adad Untash: Tummar Anang Kur

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.

“What in the Halls of Dust and Darkness are those things?” Maamusz muttered to himself as he looked down upon the strangely inlaid circle about which the bizarre creatures cavorted. Their heads reminded him of his father’s old mutt, Sike, and yet the rest of their bodies was like something out of a nightmare. Their bloated bodies resembled the cattle he had abandoned when he took up this new life of liberating riches from the ancient buried places of the earth, and though it was hard to see in the dark, they appeared to have tails like… rats?

Maamusz frantically plucked thrice upon the taut rope, signaling to Nagaluk and Bar-Gehen to stop lowering him into this strange tomb they had unearthed deep within the Forbidden Desert.

“What’s the problem, goatherd? Scared of the dark?” called Nagaluk, misremembering Maamusz’ past career, likely out of malice.

“There are… things down here! Monsters!” Maamusz hissed back, trying to avoid drawing the attention of the things below him.

“Monsters? Really? I’m not sure I believe you, swineherd,” replied Nagaluk as Bar-Gehen stifled a laugh. “We’re going to keep lowering you so that we can finish this job before daylight. You know that king’s patrols aren’t keen on our livelihood.”

“No, wait! Pull me up! Pull me up! They’ve spotted me! Their eyes! Their eyes! Oh gods…”

The silence that followed was deafening.

Tummar Anang Kur (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 150’ (50’)
Armor Class: 3
Hit Dice: 4
Attacks: 2 (1 bite, 1 sting)
Damage: 1d6, 1d4 + poison
Save: F4
Morale: 8
Hoard Class: None
XP: 575

These abominations have the bodies of small hump-backed cattle topped with snarling, rabid canine heads. Their tails resemble those of rats and are covered in thick, sickly-colored scales, ending in a poisonous barb. Tummar Anang Kur carry the sour aroma of unwashed feet with them wherever they travel and their eyes shine with a green flame of malevolence that shows through even the deepest darkness.

Tummar Anang Kur attack by biting and stinging with their poisonous tail each round. The poison delivered by their sting is deadly. Alternatively, these creatures may use one of the following spell-like abilities in place of attacking in a round: darkness (15′ radius) or silence (15′ radius). Each of these special abilities may be used twice daily. Though they are not particularly intelligent, Tummar Anang Kur posses an innate instinct for using these special abilities to their advantage in combat.

Additionally, they possess all of the abilities of a typical Lower 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)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d2 damage.
  • Vulnerable to Holy Water, taking 1d4 damage per thrown vial that hits or an additional point of damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 6HD) by Clerics of the gods of Umaab.

Tummar Anag Kur are often found in small packs in labyrinths, frequently gathered near pentagrams, summoning-circles and other places of demonic residue.

The Tablets of Adad Untash name Tummar Anag Kur as the spirits of those who allowed their wives to keep unclean homes.

A Dangerous Foe: Shaalath Akis

Wherein your humble scribe presents LL/AEC and (as an added bonus) BoL writeups of naughty sorceress Shaalath Akis, who was introduced recently in The Demons Of Adad Untash: Uszu Anang Kal. He invites you to use this foul temptress to bedevil your players. She’s a very bad girl (and she likes it like that).

One note on the LL/AEC version of Shaalath Akis: I’ve always played the Advanced game with magic-users getting bonus spells for INT as clerics do for WIS, so she’s listed with more spells than a magic-user of her level would normally have by-the-book. To rectify this if you don’t play that way, simply knock her spells per day down to 2/2/1 and assume that they spells listed are the ones she’s more likely to have memorized than anything else she has in her spell books. Or you can write-off the bonus spells as a benefit of her dedication to her demonic master.

Now, without further ado, Shaalath Akis!

Shaalath Akis – LL/AEC Style

Race Human (Female)
Class Magic-User
Level 5
Alignment Chaotic (Evil)
Hit Points 20
Armor Class 5

STR 9
INT 17
WIS 9
DEX 13
CON 13
CHR 16

Spells: 4/4/2
1st Level: Charm Person, Magic Missile, Read Magic, Shield
2nd Level: Darkness Globe, Invisibility, Scare, Stinking Cloud
3rd Level: Hold Person, Summon Monster I

Equipment
Bracers of Armor (AC 6)
Venom Dagger +1
Scroll of Spells:
* Summon Monster III
* Summon Demon

Shaalath Akis, BoL Style

Sorceress & Adept of Jebel Jebellah

Lifeblood 10
Arcane Power 14
Villain Points 6

Attributes
Strength 0
Agility 2
Mind 2
Appeal 1

Combat Abilities
Brawling 0
Melee 2
Ranged 1
Defense 2

Careers
Sorcerer 2
Druid 1
Noble 1
Scholar 1

Boons
Power of the Void
Marked by the Gods

Flaws
Arrogant
Untrustworthy

Equipment
2 Daggers (1d3)
Very Light Armor (1d3-1)

The Demons Of Adad Untash: Uszu Anang Kal

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.

Shaalath Akis watched with dark delight as the Umaabi heroes fought to control their bodies’ reactions to the sickening smell that filled their nostrils. The stench of the demons she had summoned to defend her shrine to Jebel Jebelah, the Queen of Lust, was more than their pathetic souls could withstand.

The men-at-arms fell quickly, retching and green-cast, easily knocked about by the lashing tails or else gored upon the yellowed, rotten tusks of her servants. The pitiful sons and daughters of Marduk, gasping for clean air, were unable to call upon their impotent god for his assistance. Even the magicians, who should know enough to swear allegiance to her masters in exchange for greater power – as she herself had done – were rendered mute by the miasma that issued forth from the oily scales of the beasts that had arrived in answer to her black prayers.

Her mad reverie was shattered by the sudden arrival of new blood to the fray. A brave warrior, stout of arm – whose constitution was more than that of the chaff that had fallen to her minions – charged forth swinging an iron-bitted axe. No matter if he turned the tide a little. He would be a fine trifle for the night once she had charmed him with her…

“Shaalath Akis!” a voice called out from behind her. “You take too much pride in your demons and too little care for your own skin,” hissed Giszeah. “You sunk your knife into my father’s back, and now I will repay that debt.”

Uszu Anang Kal (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 3 + 3
Attacks: 2 (Tusks) or 1 (Tail-whip)
Damage: 1d6/1d6 or 2d4
Save: F3
Morale: 11
Hoard Class: none (in the wild) or XVIII (guarding an unholy site)
XP: 345

These fell beasts are a hideous combination of wild boar and giant snake, possessing the wickedly tusked heads of the former and the serpentine body of the latter.

Uszu Anang Kal exude the unpleasant odor of vomit from every surface of their body, which causes their opponents to fight with a -1 to hit unless a Saving Throw vs. Posion is made. This save must be attempted at the beginning of each round, and a successful save only applies to the current round. If the Saving Throw fails for three consecutive rounds the unfortunate victim of this stench is overcome and will be reduced to a retching, gasping mass, fighting at -4 to hit and suffering a +2 penalty to Armor Class for the duration of the combat. Magic-Users, Clerics and other spell casters may not use magic during any turn in which they have failed this save.

Uszu Anang Kal charge into combat with wild abandon, seeking to gore their opponents with their vicious tusks. Once engaged in a fight, these creatures lash out with their powerful tails rather than biting. A target struck by this tail lash must make a Saving Throw vs. Petrify (or pass a Dexterity check, if Ability Checks are used) or be knocked back 5d4 feet.

Additionally, they possess all of the abilities of a typical Lower 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)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d3 damage.
  • Vulnerable to Holy Water, taking 1d4 damage per thrown vial that hits or an additional 1d2 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 6HD) by Clerics of the gods of Umaab.

Uszu Anang Kal are typically found in ruined temples, especially those near marshes or the sea. They are occasionally summoned by evil clerics to guard unholy sites as well.

The Tablets of Adad Untash name Uszu Anang Kal as the damned souls of drunkards and other addicts who failed to live holy lives because of their self-destructive behavior.

The Demons Of Adad Untash: Anu Bata Kalb

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.

Hurin and Ninumat descended the stairs cautiously. The old curate had nodded off after dinner, but not before his drunken tales of the magics to be found in the lower levels of his temple piqued the interest of the robbers.

The first two levels of the substructure had held little more than some rats and a few barrels of trinkets and talismans the clerics would use to pacify the local farmers when their crops failed or the rains didn’t come as prophesied. Disgruntled that their efforts would go unrewarded, the twin thieves had almost missed the hidden trap door that led to a still deeper place.

A faint red glow fell upon their faces as they stepped lightly on the landing, not a single sound issuing from their careful steps and soft leather boots. As they peered into the doorway where the light was strongest, their breaths caught in their throats. There, rummaging through the scroll-filled shelves, were half-a-dozen man-sized beetles, yellow and black, standing on their hind legs, swords at their sides.

Ninumat – or was it Hurin? – reached slowly for his own blade. Suddenly the creatures turned, instantly aware of their unwelcome visitors. Two of them began to read from scrolls they were holding in their lower hands, while two more drew their swords. The last two, though, simply stood their ground as beams of red light, eerily reminiscent of the glow that filled the room, shot forth from their eyes, striking the thieves, causing them to stiffen slightly and then collapse.

Anu Bata Kalb (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 3
Attacks: 2 (weapons)
Damage: 1d6/1d6
Save: C3
Morale: 8
Hoard Class: VIII
XP: 200

These highly intelligent demons appear in our world as humanoid beetles with mottled yellow and black carapaces. They are the bane of scholars, librarians and magicians throughout Umaab, for they are notorious thieves of scrolls, tablets and other written materials. Anu Bata Kalb glow with a faint red light and, even at rest, emit sounds akin to the rustling of paper.

The multifaceted eyes of Anu Bata Kalb cover a wide visual field, making it virtually impossible to surprise them. They attack with ornately crafted short swords, wielding two at once with their primary arms while their secondary arms remain free to grasp at any written material their opponents may possess. Further, they are able to cast spells (of any kind) directly from any magical scrolls they may possess, and do so with great cunning. Finally, once per day a Anu Bata Kalb may emit a beam of flickering red energy that acts as as Wand of Paralyzation.

Additionally, they possess all of the abilities of a typical Lower 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)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d3 damage.
  • Vulnerable to Holy Water, taking 1d4 damage per thrown vial that hits or an additional 1d2 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 5HD) by Clerics of the gods of Umaab.

Anu Bata Kalb are typically found in the basements of great libraries, as well as in labyrinths where scrolls and other such items are often unearthed.

The Tablets of Adad Untash tell the faithful that Anu Bata Kalb are the souls of the willfully ignorant, damned to an eternal quest for knowledge.

The Demons Of Adad Untash: Tummahu Anang Gar

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 watched in horror as the last guards fell, lashed by the terrible whips of the hideous horse-headed demons that had overrun the ruins of Ash’ashzab since last he passed this way. His own efforts to drive the monsters off with the words and symbols of Marduk had failed – they were simply too full of darkness and hatred for him to overcome. Now there was little left to do than pray for sanctuary.

The creatures slowly turned their hollow eyes towards him, relishing the thought of tormenting one so self-righteous. Their dark desires focused thus, they were blindsided as up from the cellar of the old armory burst forth a ragged pair, one bearing an ancient iron axe and the other incanting words of sorcerous power.

“Don’t just stand there waiting for death, Priest!” called Dusz. “Fight!”

Tummahu Anang Gar (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 120′ (40′)
Armor Class: 5
Hit Dice: 2 + 4
Attacks: 1 (whip or sling)
Damage: 1d6+1 (whip) or 1d4+1 (sling)
Save: F3
Morale: 12
Hoard Class: VII
XP: 92

Tummahu Anang Gar are immensely strong horse-headed humanoid demons with coal black eyes. These terrifying fiends stand 7′ tall and their blood-red coats shimmer with an oily iridescence. The air about them smells faintly of oxidized copper. Tummahu Anang Gar are bloodthirsty, fearless and sadistic; they delight in the chaos and suffering of battle.

Tummahu Anang Gar attack relentlessly with viciously barbed whips or slings. Creatures struck by the whip of a Tummahu Anang Gar must save vs. Petrify (or pass a Dexterity check, if Ability Checks are used) or fall to the ground as the demon pulls mightily on its whip. Characters knocked to the ground may be subject to combat penalties as ruled by the DM.

Combat with Tummahu Anang Gar is complicated by their innate ability to cast mirror image twice per day. At least one demon will use this ability in the first round of combat, with additional Tummahu Anang Gar following suit throughout the duration of the fight.

Additionally, they possess all of the abilities of a typical Lower 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)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
  • Vulnerable to Holy Water, taking 1d6 damage per thrown vial that hits or an additional 1d2 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 5HD) by Clerics of the gods of Umaab.

Tummahu Anang Gar are found in the wild, often at oases and abandoned encampments.

The Tablets of Adad Untash name Tummahu Anang Gar as the damned souls of slaves who sold out their fellows to avoid punishment.