Showing posts with label GT. Show all posts
Showing posts with label GT. Show all posts

Sunday, March 20, 2022

Abyss Info Dump

As a companion of sorts to my recent post about the Upper Planes here's a collection of canonical (and quasi-canonical) info about the planes of the Abyss in AD&D. My starting point was the overview in the Demon entry of the Monster Manual II,  supplemented by the extensive notes from Gord's Greyhawk drawn from Gary Gygax's novels Come Endless Darkness and Dance of Demons (which, like all of Gygax's fiction are very weak in terms of plot, characterization, and dialogue, but are a treasure trove of setting info and color and constitute a virtual series of "lost" AD&D supplements) and the expansions and translations of that material into AD&D game format by my friend GT, some of which I've shared here previously with his permission. 

I'm not sure exactly where the line is drawn between what GT drew from Gary and what he created himself (particularly regarding the names and locations of the various lords' and princes' home planes) - some of it is definitely the former, but I suspect some is the latter as well (I tried to peruse the books themselves to verify references but it wasn't easy - it's a pity that when Krista Siren compiled the Gord's Greyhawk database back in the 90s that she didn't include page references!) so full credit and acknowledgment goes to GT for anything included below that was his original material and not something adapted from Gygax.

Like the Upper Planes info, this is an undeveloped info dump, a starting place for further development and additions, not an endpoint. In particular, there are still many princes and lords listed in the MM2 that have not been otherwise detailed. At least some of those names come from actual real-world mythology and folklore and we can surmise and extrapolate what those beings would be like based on those names (as GT has already done with a few of them) but that's a larger scale project that will have to be done over a considerable period of time. When/if I get around to that perhaps I'll do a follow-up post. 

As always, please note that post-Gygax TSR and Wizards of the Coast "official" sources of info on the planes (including the Manual of the Planes, Planescape campaign setting, et al) were not consulted or given any weight when compiling this info, and any resemblance between anything here and in any of those sources is purely coincidental, based on shared inspiration from the Gygax-era works and the real-world myth and folklore that underlies them.

As with the Upper Planes info I compiled all of this for my own use, but realized once I'd done so that it might be useful or inspiring to others as well, and since the work was already done I might as well share it. 

Notes: (F) after name = female demons; names in italics = not on the MM2 list

---------------------------------------------

THE ABYSS


MONARCHS OF DEMONDOM

Demogorgon - MM; He wields the artifact Venomfountain. Demogorgon rules (nominally) over forty layers of the Abyss (429 – 469), inhabited by vicious apes, reptiles, and bird-like monsters but his home is the 444th layer, referred to as Demogorgia. He has several death knights and a large contingent (generally a company of 100) of dusin demons guarding his stronghold at all times.

Graz'zt - MM2; rules an entire layer - Mezzafgraduun, 333rd layer of the Abyss, and levels 332 and 334 are directly ruled by him as well. He also holds nominal power from layer 304 to 346; dedicated foe of both Demogorgon and Orcus; confined to his own plane for a century; served by lamias. Graz'zt’s major artifact is The Eye of Deception.

Lolth (F) - FF; Demon Queen of Spiders; Her plane (“The Demonweb”) is the 66th level of the Abyss.

Marduk - lord of the 666 Type VI demons; owns the Fire Fan

Orcus - MM; rules manifold layers but his home plane is called Morterebus (Level 266). It is a dark and bone-littered plane populated with skeletal monsters, various sorts of zombies, huecuvae, shadows, sheet phantoms, vampires, and death knights. Owns the Rod of Unlife (aka Wand of Orcus).

Zuggtmov (F) - T1-4; Demoness Lady of Fungi; dread and fell ruler of the 222nd ghastly plane of the Abyss (Mycorji); owns the Cauldron of Corruption


LESSER DEMON PRINCES

Abraxas - Prince of Magic, detailed by GT; His Abyss level is 300, and he has aims to conquer back to Baphomet’s realm and through to Yeenoghu’s realm, which would give him seven levels and place him in a position of antagonism with Graz’zt. Ally of Demogorgon.

Ahrimanes - Prince of Darkness, detailed by GT; This demon prince is one of the most powerful of his kind, inhabiting the ranks of Demogorgon, Orcus, Graz'zt, Zuggtmoy, and such. He has been known to have alliances with Nergel and Ereshkigal when contending against the other greater demon princes; His dark and frigid plane (Drugaskanum) is located very deep within the Abyssal layers (rumored to be the 633rd layer).

Anarazel

Ansitif

Areex - demon prince (eventually conquered by Graz’zt) who plots with Zuggtmoy

Aseroth

Astaroth - detailed by GT; This demon prince is quite powerful and influential; not usually battling abroad as many demon princes and lords do, but content to consolidate his power at home. It is assumed that he merely bides his time in order to eventually become one of the greatest of all demon princes; His realm is called Scientiarrus (the 111th layer) and here he is rumored to hoard assorted arcane tomes and magic items, and retain a force of 40 companies of various demon sorts (mostly Type I – IV)

Azazel - He is a demon lord who is undecided in the wars with Graz’zt.

Dagon - Prince of Aquatic Monsters, detailed by GT; His realm is Dagnazotuus, a liquid plane with hezrou (type II), dretch, octopi, squids, kraken, sea snakes, eels, weird fish, and horrible fish-monsters

Eblis - a demon lord opposing Graz’zt.

Elazalag (F) - She is the overlord of the Abat-dolor demons, whom she rules from her palace in Iyondagur (layer 399). She is seven feet tall and beautiful. She rides a spike encrusted adamantine chariot that is driven by three hippokeres that are harnessed with iron chain. She is elegantly armored in dark chainmail with an adamantine helm and uses a morning star.

Ereshkigal (F) - Princess of the Dead, detailed by GT; Ereshkigal is the demoness queen of a vast, dark plane (Aralu-latari, level 356) of gray dust and stone inhabited by zombies and skeletons (wearing cloaks of gray feathers) and Type I demons. Her citadel is a mighty fortress of stone and baked-clay bricks surrounded by seven concentric stone walls. A Type VI demon of largest size (named Namtar) guards the gate of the outermost wall. Nergel is said to be her consort, and they often work together and co-rule levels 354 and 355.

Fraz-Urb'luu - MM2; Prince of Deception; dwells on a dreary plane (the 363rd) that seems to be totally flat and featureless but is actually alive to his wishes and shapes itself accordingly into hills, caves, etc. The place is not only depressing and sickening but magic items there lose their dweomer. Ally of Demogorgon.

Lugush - demon prince opposing Graz’zt

Mastiphal

Nocticula (F)

Obox-ob

Palvlag - Demon Lord of Flame; detailed by GT (after Gord novels); Palvlag, like Pazuzu and Shabriri, is a surviving proto-demon; commands 50 Type VI demons

Pazuzu - MM2; Prince of the Lower Aerial Kingdoms; “Proto-Demon,” rules the skies above all layers; does not compete for rulership on any plane or in any place - considers himself above competition; on amicable terms with daemons and dukes of Hell

Shabiri - Demon Lord of Water and Blindness, detailed by GT (after Gord novels); Like Pazuzu, Shabriri is a proto-demon of ancient origin and is on fairly decent terms with some daemon lords. Also like Pazuzu, he possesses an odd sense of humor and enjoys toying with victims and following odd whims.

Socothbenoth - Prince of Succubi and Incubi, detailed by GT; Socothbenoth’s realm is called Erossum, and is the 99th layer of the Abyss. This demon prince relies on diplomacy rather than brute force to maintain its stake in the Abyss.

Ushablator - great demon prince opposed to Graz’zt

Zortolagon - great demon prince opposed to Graz’zt


DEMON LORDS (those who do not have complete sovereignty over an entire layer)

Agadin - minor demon lord allied to Demogorgon

Ahazu

Aldinach (F)

Alrunes (F)

Apepi - a cobra headed demon who wields a khopesh. He has poison spittle

Ardat (F)

Arioch

Asima

Azael

Barbu (F)

Bayemon

Bechard

Baltazo

Baphomet - MM2; lord of minotaurs; wars against Yeenoghu, occasional ally of Graz’zt; His realm is called Shubgottia (Level 296).

Bulumuz - He is a demon lord who is initially undecided in the wars with Graz’zt.

Cabiri

Cagrino - a potent demon lord. He chitters.

Charun

Gresil

Juiblex - MM; rules a plane (the 224th, called Szhubloxa) with slimes, deadly puddings, jellies, and various ameboid monsters; cousin and ally of Zuggtmoy

Kostchtchie - MM2; so hateful that he is disliked by all the rest of his kind; served by leucrotta, frost giants, and white dragons; His home realm is known as Tschyrtolikya, and resembles snow-swept tundra with odd lichen-like growths and strange green-black conifers. It is level 347. He is allied with Graz’zt currently, and serves as a buffer to the forces of Nergel and Ereshkigal.

Laraie

Mandrillagon - This demon lord is a monstrous, blue-faced parody of a mandril. He has filthy yellow-gray fangs and speaks in roars, coughing, and barking. He controls two planes with his winged monkey demons. He is a long ally and blood kin of Demogorgon, whom he fears. He opposes Graz’zt

Meurteenz - a minor demon lord allied to Demogorgon

Munkir

Mycortte (F) - The chieftainess of an Abat-dolor region and the chamberlain and vice-princess to Elazalag.

Nekir

Nergel - Lord of Unlife, detailed by GT (after Gord novels); Nergel is a dark and dour demon lord having dominion over the unliving. He has the fealty of legions of shadows (q.v.) and shadow demons (q.v.) in the Abyss, and occasionally is known to be at odds with Graz’zt; His realm is called Meslamtaius (level 353), and is a benighted realm with dust-covered plains and deep caverns. It is largely inhabited by Type I demons, shadow demons, shadows, manes, skeletons, and zombies. He is consort to Ereshkigal (q.v.).

Nigroch - Elazalag‘s chief warrior and herald. He is accompanied by the Abat-dolor chevaliers.

Ogrijek - lord of the winged Nabassu demons, in charge of the voord and consul to Graz’zt.

Ojukalazogadit - detailed by GT (after Gord novels); a sexless, sprawling, imbecilic mass of chaotic matter that covers an entire layer (the 366th) of the Abyss under a featureless orange sky. Its surface is mostly a disgusting dun color, resembling ulcerous, infected flesh. It constantly seethes, pulses, exudes vile fluids, and extrudes extremities or forms gaping maws; and the entirety reeks of decay. Its consistency ranges from sinking morass to steel-hard chitin. Shrieks, moans, gurgling, rending sounds, and other disturbing noises are constantly emitted by the being in a maddening cacophony.

Poshban - a minor demon lord allied to Demogorgon.

Soneillon (F)

Verin - detailed by GT (after Gord novels); He is lord general and viceroy to Graz’zt, and is utterly loyal to that demon prince. While Graz’zt was imprisoned by Iggwilv, Verin continued to administer his realm until the demon prince returned.

Vloorm - a minor demon lord allied to Demogorgon.

Volophon - a minor demon lord allied to Demogorgon.

Yeenoghu - MM; rules a vast plane abounding with hyenas and hyenadons, gnolls, ghasts, ghouls, and a few trolls; His realm is called Jaklhout and is layer 303. He currently has a nonaggression pact with Graz’zt, such that he serves as a buffer to Graz’zt’s holdings and is not invaded by the forces of that demon prince.

Zerkar - a minor demon lord allied to Demogorgon.

Zabulon - He is a high rakshasa and ally of Verin


Non-Demon Deities Listed as Dwelling in the Abyss

Lu Yueh (Chinese)

Tou Mu (Chinese)

Kali (Indian)

Vaprak (Ogre)

Laogzed (Troglodyte)

Urdlen (Gnome)


Demon Races/Types and Other Abyssal Inhabitants

Type I - Vrock (MM); fight with needle-tined military forks

Type II - Hezrou (MM); fight with jagged blades

Type III - Glabrezu (MM)

Type IV - Gashnulfu (MM); fight with pole axes (individuals: Bilwhr, Johud, Nalfeshnee)

Type V - MM (individuals: Aishapra, Kevokulli, Marilith, Reharemme)

Type VI - Raloogs or Conflagrati; 666 total in the Abyss; kin to the proto-demons (MM) (individuals: Alzoll, Balor, Errtu, Gulcar, Ndulu, Ter-soth, Wendonai)

Abat-dolor - The Abat-dolor are an independent race of demons of which Graz’zt is a member. They are ebon-hued, six-fingered, seven to eight feet tall humanoids. They are more human and more civilized than most demons; yet they are reputed to be the most vicious of all demons. They are broken into the nine clans of pain, each of which has their own lord, with Elazalag serving as their overlord. They are independent of all other demon lords. The soldiers wear polished red bronze plate armor. They are armed with swords, spears, and light crossbows. Some have swivel-mounted antimatter guns which are used as a last resort and only by the order of Elazalag. Mezzafgraduun used to be held by the Abat-dolor under Graz’zt, while he was Elazalag’s consort. However, Iggwilv came to Mezzafgraduun and separated Graz’zt and four clans of Abat-dolor loyal to him from the rest of the Abat-dolor.

Achaierai - FF

Ahazu-demon - These are squarish, lank, long-armed greater demons that are affiliated with Demogorgon. (individual: Talonclast)

Alu-demon - MM2

Babau - MM2

Babau-ogres - larger versions of Babau

Bar-Lgura - MM2

Bodak - MM2

Boorixtroi - They are shuffle-footed, powerful, massive, stupid, lesser demons with disproportionately long right arms and shark-toothed, lipless mouths.

Cambion - MM2

Cataboligne - HL

Chagrin - massive arms, horny hands, long fingers with which they like to break necks and attack with their fists. Red rimmed eyes and an obscenely high pitched voice, but can imitate any human voice that they hear. Have acidic spittle and can produce flame. Are very intelligent. 33 of them are able to move out of the nether pits. Can hide in shadows, and like to sneak up from behind. (individuals: Krung, Yugnoth)

Chasme - MM2

Death Knight - FF

Demonic Beasts - There are 6000 kinds of animal brained demons Type one: elephantine in size, these have hippo bodies, snake necks, and beaked heads; Type two: these are bearlike mastadonian demons.

Demonic Brutes - There are 600 kinds of demon monsters more terrible than the Beasts. These are silent stalkers hunted by the demon lords with entourages of pike-wielding minions, who sometimes become the hunted. The demon lords carry special weapons to hunt the brutes. Many of them are more powerful than dragons.

Dretch - MM2

Dusin - GT

Goristroi - HL (as Grosskopf)

Hippokeres - GT

Kerzow - a demon type

Maluachau - pig demons

Manes - MM

Nabassu - MM2

Nikomars - saucer-eyed demons.

Quasit - MM

Retriever - FF

Rutterkin - MM2

Shadow Demon - FF

Shoosuva - Dragon #63

Skurda - GT

Ssilhex - snake demons.

Succubus - MM

Thang - a demon type with beetle brows.

Thunder Beast - MM2

Vargrineen - another type of Abysmal steed used by the Abat-dolor.

Voord - carrion eating demons. They are under Ogrijek‘s control.

Yatish - a demon type

Yochlol - MM2


Index of Abyssal Planes

1 - There is a maelstrom above this level which is controlled by no one. The plane itself is a desolate dun with leprous ochre growths and livid gashes of terra cotta. In the distance (from Gord and Gellor‘s entry point) stand several tall, flat-topped hills. Nearby is a portal to Layer 303. Also in the bluffs are portals to levels 2 through 21. A few hundred lesser demons live there. These portals are disguised as Bottomless pits, toothed maws, caldrons of lava, a grinding millstone, etc. A metallic sphincter is a gate to level 8.

8 - This layer is a frozen wasteland. There is an entrance on the Soulless Sounding here. It is reached by digging a hole in the frozen ground the size of a bier. Four feet below the surface is a coffin with a crystal lid and a rotting spinning corpse. This is the entrance.

66 - Demonweb - Lolth

99 - Erossum - Socothbenoth

111 - Scientiarrus - Astaroth

222 - Mycorji - Zuggtmoy

224 - Szhubloxa - Juiblex

266 - Morterebus - Orcus (also nominally rules many other layers)

296 - Shubgottia - Baphomet

300 - (unnamed) - Abraxas

303 - Jaklhout - Yeenoghu

333 - Mezzafgraduun - Graz’zt (also directly rules layers 332 and 334 and nominally layers 304-346)

347 - Tschyrtolikya - Kostchtchie

353 - Meslamtaius - Nergel (also co-rules layers 354 and 355 with Ereshkigal)

356 - Aralu-latari - Ereshkigal

363 - (unnamed) - Fraz-Urb’Iuu

366 - Ojukalazogadit

399 - Iyondagur - It is attached to layers 398, 400, and 366. It is held by the Abat-dolor demons. It is not a great strata, but is considered to be a large wild layer. The entrance from the Soulless Sounding is in the middle of the great plaza of Elazalag‘s fortress’s outer courtyard. The palace itself is in the center of the plane (if such a thing can be said). There are many frowning facades of hewn stone blocks hedging in this irregularly shaped area. Squads of Abat-dolor line the parapets on the walls of the square. Princess Elazalag is announced by iron rods pounding on wood and by deep horns that shake the stones. The fortress has a massive portcullis and drawbridge leading to the courtyard.

444 - Demogorgia - Demogorgon (also nominally rules layers 429-469)

633 - Drugaskanum - Ahrimanes

? - Dagnazotuus - Dagon


The Soulless Sounding - This is essentially an express route through the Abyss. There is an entrance on the eighth plane. It is reached by digging a hole in the frozen ground the size of a bier. Four feet below the surface is a coffin with a crystal lid and a rotting spinning corpse. This is the entrance. Inside are all things and nothing. It is very gloomy and sad. It is full of lost loves and melancholy dreams. Distance is variably distorted. It connects with 600 layers of the Abyss including most of the middle ones. It does not reach the first layer. It is a mind twisting passage and only the very strong can tolerate it for very long. The portal leading to Iyondagur (layer 399) consists of iridescent striations like black opal and silver, hammered into six horseshoe-shaped arches. The gate closest to the Iyondagur gate leads to a cold windswept waste plane filled with icy rock and scrub. This unnamed layer is full of demonic brutes and is adjacent to Mezzafgraduun (layer 333).

Tuesday, February 27, 2018

[D&D] "Lost" Gygax Monsters (Part 6)

Finishing this series up with a variety of demons. All of them were introduced in Gary's Gord novels - the cataboligne in Saga Of Old City (TSR, 1985) and Necropolis (as "blue demon"), Vuron in Sea of Death, the others in Dance of Demons - and were given AD&D stats by the illustrious GT.

Note that in addition to all of these creatures from Gary's novels, the massive document that GT sent me also included a large number of creatures of his own design, or adapted from other sources, that fill in both even more of AD&D's planar cosmology and also the other continents and realms on the planet of Oerth (Gonduria, Jahind, Suhfang, etc.) that were mentioned but never detailed by Gary. This stuff is also great, and fully captures and conveys the same flavor as Gary's creations (and, given that he did some work with Gary in the post-TSR era, it's likely that Gary would have given at least some of these creations his "official" blessing had he been in position to do so) and is very much worth sharing, but I don't really consider it my place to do so here. Hopefully he will some day see fit to share them more widely himself :)


DEMON

Cataboligne


FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 9"
HIT DICE: 9
% IN LAIR: 20%
TREASURE TYPE: G
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1 – 6/1 – 6/ 2 - 8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: 60%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: L (8'+ tall)
PSIONIC ABILITY: 150
LEVEL/X.P. VALUE: VII/ 2900 + 12/HP

Cataboligne demons are quite nasty, and often summoned to be used as guardians.  They may, at will and once per melee round, use the following abilities: animate dead (as 9th level magic-user), cause fear (as wand), cause paralysis (as wand), change self, darkness (10' radius), detect invisible, dispel magic, levitate (as a 9th level magic-user), magic missile (four missiles), telekinese (4000 g.p.), and teleport (no error).  Catabolignes regenerate as do trolls until they are totally slain. 

This demon has a wrinkled visage with wide, fanged mouth, yellow eyes with horizontally-slitted pupils, and horns.  Its body is gray-blue and covered by plated scales, and twin rows of triangular spines run down its back.  Its hands and feet are wickedly-clawed and its somewhat short tail ends in a spike.

Dusin


FREQUENCY: Rare
NO. APPEARING: 1 - 6
ARMOR CLASS: -2
MOVE: 9"//12"
HIT DICE: 9
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 1-6/1-6/2-12 or by weapon type
SPECIAL ATTACKS: Tail
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 55%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M (7')
PSIONIC ABILITY: 100
LEVEL/X.P. VALUE: VII/ 2600 + 12/HP

These demons are servants to Demogorgon (q.v.), and often serve as his personal guards.  They attack with their claws and vicious bite, and may sweep their tail at opponents behind them for 2 – 8 points.  They may, at will and once per melee round, use the following abilities: darkness (10' radius), detect invisible, cause fear (as wand), levitate (as 9th level magic-user), polymorph self, telekinese (4000 g.p.), and teleport (no error).  They have a 30% chance to gate in 1 – 2 more dusins.  Dusins commonly wield +1 iron-bladed halberds.

Dusins appear as large, scaled humanoids with crocodile heads and scaly tails.  Their arms are somewhat stubby and end in clawed hands.  Their normal habitat is within the swamps of Demogorgon’s realm.  Demogorgon can field nearly 50,000 of these demons if needed.*

*See “Dance of Demons”, page 85, by Gary Gygax.


Nergel (Lord of Unlife)

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -5
MOVE: 12"
HIT DICE: 96 hp
% IN LAIR: 50%
TREASURE TYPE: H, V
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-7/2-7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Supra-genius (19)
ALIGNMENT: Chaotic evil
SIZE: L (7' tall)
PSIONIC ABILITY: 230
LEVEL/X.P. VALUE: X/ 43,680*

Nergel is a dark and dour demon lord having dominion over the unliving.  He has the fealty of legions of shadows (q.v.) and shadow demons (q.v.) in the Abyss, and occasionally is known to be at odds with Graz’zt.

Nergel appears as a hunch-backed man with misshapen shoulders and an uneven gait.  He has slab-like cheeks around a fanged mouth; dark eyes that flash orange when he is angry, and a wattled neck.  He wears black robes and carries an ebon staff.  This staff is +3 to hit and possesses two major powers: first, its touch will slay any creature not of like or higher status to Nergel if they fail a save versus Death magic (d6+3 damage if save is made), and secondly it can instantly summon seven babau demons (once per day).  If he opts not to use his staff to attack, he may make two attacks with his clawed hands.  Nergel may also use any of the following powers at will, once per melee round: animate dead, cause fear (as wand), charm monster, charm person, clairvoy, clairaudience, continual darkness, create illusion (as wand), detect invisible, detect magic, dispel magic, ESP, polymorph self, read languages, read magic, suggest, telekinese (9,000gp), and teleport (no error).  Once each day he may summon either 3 – 18 shadows or 2 – 8 shadow demons within one round.

His realm is called Meslamtaius (level 353), and is a benighted realm with dust-covered plains and deep caverns.  It is largely inhabited by Type I demons, shadow demons, shadows, manes, skeletons, and zombies.  He is consort to Ereshkigal (q.v.).

Ojukalazogadit


FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 8 overall, but variable to -4
MOVE: Special
HIT DICE: Infinite
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (a plane of the Abyss)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: N/A

Ojukalazogadit is a sexless, sprawling, imbecilic mass of chaotic matter that covers an entire layer (the 366th) of the Abyss under a featureless orange sky.  Its surface is mostly a disgusting dun color, resembling ulcerous, infected flesh.  It constantly seethes, pulses, exudes vile fluids, and extrudes extremities or forms gaping maws; and the entirety reeks of decay.  Its consistency ranges from sinking morass to steel-hard chitin.  Shrieks, moans, gurgling, rending sounds, and other disturbing noises are constantly emitted by the being in a maddening cacophony.

Because of its very nature, its attacks are entirely variable—it is fully capable of attacking and devouring anything from insect size up to a behemoth.  Methods of attack range from mandibles, claws, tentacles, pseudopods, fanged mouths, adhesive mucus, acidic or alkaline secretions, poisonous vapors, and any number of other forms; all made from its mass and then reabsorbed!  Damage is, of course, variable depending on the attack.

Only the entital force of a Greater God can possibly have any lasting effect upon Ojukalazogadit, due to its sheer size and power.

Palvlag (Demon Lord of Flame)


FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -5
MOVE: 9"/18"
HIT DICE: 144 hp
% IN LAIR: 50%
TREASURE TYPE: S, T, U, V, W, X, Z
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2 – 8 (x2) or by weapon +8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius (19)
ALIGNMENT: Chaotic evil
SIZE: L (12' tall)
PSIONIC ABILITY: 244
LEVEL/X.P. VALUE: X /52,050*

Palvlag, like Pazuzu and Shabriri, is a surviving proto-demon.  He appears as a type VI demon with four eyes of flaming orange.  His very blood is molten phlogiston.  There is a marked resemblance between Palvlag and Marduk, Lord of the Type VI demons, and they may be related.

Palvlag will usually attack with his claws rather than a weapon, but at times he will wield a gigantic two-handed +3 flaming sword (2 – 12 +3, +8 for STR).  He may immolate at will to inflict 6 – 24 points of damage on any creature not immune to fire attacks within a 10' radius.  He also has the following abilities, usable at will once per melee round: astral travel, darkness (50' radius), detect invisible, detect magic, flesh to stone, know alignment, pyrotechnics, shape change, tongues, teleport (no error), wall of fire, and unholy word.  Palvlag may also use wish once per day and symbol (1 each of pain, hopelessness and death).  His gaze causes insanity to anyone he wills (save vs. Spell), and thrice each day he may breathe fire from his mouth (as a red dragon) doing 66 points of damage.  He may gate in 6 Type VI demons (75% chance).  He has double normal range infravision and ultravision, and he regenerates 1 hit point every round.

Palvlag lacks the odd sense of humor common to Pazuzu and Shabriri, and he is a serious opponent in combat.


Shabriri (Demon Lord of Water & Blindness)

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -8
MOVE: 12"//20"
HIT DICE: 155 hp
% IN LAIR: 20%
TREASURE TYPE: S, T, U, V, W, X, Z
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 2 – 8 (x4)/2 – 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 80%
INTELLIGENCE: Supra-genius (19)
ALIGNMENT: Chaotic evil
SIZE: L (10' tall)
PSIONIC ABILITY: 255
LEVEL/X.P. VALUE: X/ 56,700*

Shabriri has the form of a hulking demon with horn-plated flesh and four arms ending in clawed hands.  His head has four red-glowing eyes and a fang-filled maw.  Like Pazuzu, Shabriri is a proto-demon of ancient origin and is on fairly decent terms with some daemon lords.  Also like Pazuzu, he possesses an odd sense of humor and enjoys toying with victims and following odd whims.  He may actually prolong combat with foes if he finds it amusing!

He prefers to attack and rend with his four clawed hands and bite, but this demon lord also has the following abilities, usable at will once per melee round: astral travel, cause blindness, create water, darkness (50' radius), detect invisible, detect magic, flesh to stone, know alignment, raise/lower water, shape change, tongues, teleport (no error), unholy word, and wall of fog.  In addition, Shabriri may use wish once per day and symbol (1 each of pain, hopelessness and death).  His gaze causes insanity to anyone he wills (save vs. Spell), and thrice each day he may expel a gout of negative energy stuff from his mouth that does 66 points of damage to one victim up to 1" range (save vs. Spell for ½ damage).  He may gate in 6 Type IV demons (75% chance) if pressed.  He has double normal range infravision and ultravision, and he regenerates 1 hit point every round.

 

Skurda


FREQUENCY: Rare
NO. APPEARING: 1 – 4
ARMOR CLASS: -3
MOVE: 15"
HIT DICE: 10
% IN LAIR: 15%
TREASURE TYPE: B
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/1-6
SPECIAL ATTACKS: Poison sting
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (10' long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 4050 + 15/HP

Skurda are fearsome demons that are used as guards by several Abyssal rulers, notably Graz'zt and Lolth.  Skurda have the appearance of hulking, scorpion-bodied demons with a human-like torso and arms, both covered in armoring chitin.  Their heads have compound eyes, and mandibles around their mouth.  Their arms end in fearsome pincers.

Skurda attack with their mighty pincers (Strength = 18) and tail sting.  In addition to wounding, the stinger is poison and requires a saving throw at -1, failure of which indicates death!  They may use the following powers, at will, once per melee round: Darkness (15' radius), detect invisible, telekinese (3000 g.p.), and teleport (no error).  They may also gate in another skurda (30% chance).


Verin (Vuron) (Demon Lord)

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 0 (-4)
MOVE: 12"
HIT DICE: 96 hp
% IN LAIR: 20%
TREASURE TYPE: U, Z
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 70%
INTELLIGENCE: Godlike (22)
ALIGNMENT: Chaotic evil (neutral)
SIZE: L (8' tall)
PSIONIC ABILITY: 230
LEVEL/X.P. VALUE: X/ 45,023*

Verin appears as a tall, thin, sexless albino humanoid with reddish-pink eyes.  His face is handsome, though stamped with evil, and his voice is bell-like.  He is lord general and viceroy to Graz’zt, and is utterly loyal to that demon prince.  While Graz’zt was imprisoned by Iggwilv, Verin continued to administer his realm until the demon prince returned.  Although he certainly has the demonic capacity for rage and cruelty, Verin tends to be more measured and thoughtful in his actions than most of his ilk.  He is well-versed in arcane knowledge and in battle strategy.

He wields a +4 lance in battle that is composed of milky crystal, with which he strikes twice in a round.  Any creature struck by it must save vs. death at -4 or die.  Even such as a demon lord or daemon ruler must save (but without penalty) or perish!  Those who save will still take 5 – 50 points of damage from the fell energies contained within this weapon.  He will wear armor of silvery metal into battle that gives him an AC of -4.


Verin has the following powers usable at will, once per melee round: charm person, clairaudience, clairvoyance, darkness (15' radius), detect good, detect invisible, detect magic, ESP, etherealness (self), fear (as wand), heal (3/day), suggestion, , telekinese (9,000 gp), and teleport (no error).  Once per day, he has an 85% chance of gating in 1 – 2 Type VI demons (90%) or Graz’zt himself (10%).

Saturday, February 24, 2018

[D&D] "Lost" Gygax Monsters (Part 5)

Continuing with a selection of creatures native to the Outer Planes, all originally described by Gary Gygax in his novels Come Endless Darkness and Dance of Demons (both New Infinities, 1988) and again statted out for AD&D by GT, who has kindly given me permission to share his efforts here:


CACODEMON

FREQUENCY: Uncommon
NO. APPEARING: 1 – 3 or 4 - 16
ARMOR CLASS: 0
MOVE: 9"
HIT DICE: 8 - 10
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1 – 4/1 – 4/2 - 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil (neutral)
SIZE: L (6' - 8' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 2375 + 13/HP

Cacodemons are hideous monstrosities, having the worst of demonic features, which appear to have melted in places.  Their flesh seems to writhe and their eyes (of which they have 1 – 6) are lambent.  They roam the howling, distorted landscapes of Pandemonium, where they are the most common denizens.  They attack with their clawed hands and a bite from their wide mouth.  They regenerate three hit points per round starting the round after they are first damaged, reattaching any severed parts and re-growing eyes and other organs.  Only fire-based attacks do permanent damage.

Cacodemons have the following innate abilities, usable at will, one per melee round: cause fear (as wand), detect invisible, detect magic, infravision, polymorph self (3/day), teleport (no error).  Once each turn, they may give vent to a howl which combines the effects of fear and confusion.  They take half damage from acid, cold, gas, and wind attacks; and are immune to attacks of silver or any weapon of under +1 magic bonus.  If a spell directed at them does not overcome the creature’s magic resistance, there is a 50% chance that it will rebound upon the one casting it rather than merely failing to activate.

These creatures will only have treasure in their lairs.

DREGGAL

FREQUENCY: Common
NO. APPEARING: 3 - 30
ARMOR CLASS: 1
MOVE: 12"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: L (x10), M, O, Q
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Neutral evil (lawful)
SIZE: M (5½' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: V/ 285 + 5/HP

These beings inhabit the fuming and heat-glowing tiers of Gehenna and are considered by most other netherbeings to be amongst the “dregs” of such creatures, and hence the common appellation¹.  As they are looked down upon by most other creatures, they have a hatred of all those who are more powerful than they are (especially barghests and devils), and are bullies to those (few) that are weaker.

These creatures have the following abilities, usable once per round at will: affect normal fires, burning hands (5 pts. damage), change self, detect good, detect magic, fear (by touch), pyrotechnics, and teleport (no error).  They may be struck by non-magical weapons, but are immune to fire and poison damage.  Cold attacks do double damage to them.

Dreggals appear as rather short humanoids with spidery limbs and hoofed feet.  Their dark skin is pocked and covered with wart-like bumps, their faces are bat-like and their craniums are covered with spikes.  Their voice has a metallic quality to it.  They are sly and prying by nature, and thus very unpopular with other netherbeings.
¹As per Gary Gygax

DUMALDUN

FREQUENCY: Uncommon
NO. APPEARING: 3 - 12
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 8 (monkey, gibbon, STR: 18/76), 9 (chimp, mandrill, STR: 18/00), 10 (orangutan, gorilla, STR: 19)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2 – 8/2 – 8/3 - 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 5%/HD
INTELLIGENCE: Low to average
ALIGNMENT: Chaotic evil (neutral)
SIZE: L (7' - 9' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VIII/ 3000 + 14/HP

The dumalduns roam in packs the chill acid swamp regions of the basalt plains of Tarterus; usually avoiding the tar pits, bubbling slime and quicksand that are the territories of the demodands.  Demodands will sometimes use them as shock troops, but they are too savagely unpredictable to serve in most other capacities.

Dumalduns have the appearance of large, dingy-furred, simian-featured monsters; their faces resembling gibbons, gorillas, mandrills, orangutans, and such.  They have vicious claws and terrible fanged and tusked maws.  Their claws are endowed with venom derived of negative planar material, and any hits scored thus require a save versus poison at –2 or death results.  As they attack they gibber and howl, causing fear (as a wand).  They have infravision and ultravision to 12".  On their native plane they are known to fashion spears from frozen acid and utilize these as weapons (1 – 8 + 2d4 acid damage).

These beasts are immune to acid and poison attacks, and take but half damage from cold attacks.  A +1 or better weapon is required to harm them.

HIPPOKERES

FREQUENCY: Very rare
NO. APPEARING: 2 - 12
ARMOR CLASS: 2
MOVE: 12" (24" charge)
HIT DICE: 8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3 - 12
SPECIAL ATTACKS: Charge, trample
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: L (14'+ long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VI/ 725 + 10/HP

Hippokeres appear as huge (7' at the shoulder) creatures with a rhino-like body and legs (of which it has six) and a horse-like head with a long horn set over its nose.  Its skin is extraordinarily tough and damage resistant, and its mouth is filled with sharp and extremely hard teeth.  They are notably ill tempered, even among other demon beasts, and only the most powerful of Lords and Princes can successfully harness them.  They are seldom found above the 400th level of the Abyss. If they hit an opponent while charging, damage from their horn is doubled, and a trample does 3 – 24 points of damage to any creature of eight-foot height or less.  This attack form requires at least a 2" running start.  Hippokeres take but half damage from cold, fire and poisonous gas attacks.

MAELVI

FREQUENCY: Common
NO. APPEARING: 2 – 8 or 20 -100
ARMOR CLASS: 1 [-1]
MOVE: 15"
HIT DICE: 6+6 [8]
% IN LAIR: 15%
TREASURE TYPE: C
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-5/2-5 or by weapon (+4) x2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 40%
INTELLIGENCE: Low to average [High]
ALIGNMENT: Lawful evil (neutral)
SIZE: M (7' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 1000 + 10/HP

The maelvis make up the largest contingent of those creatures native to the charnel and reeking planes of Acheron, whereon their mighty armies clash.  These beings usually travel about in small groups, but occasionally they will gather into great, regimented hordes under the direction of various leaders [stats are in brackets], who in turn answer to Netherlords.  These hordes meet to do battle with one another.

Maelvis possess the following abilities usable once per melee round: animate dead, cause fear (as wand), detect good, detect magic, stinking cloud.  They may be harmed by non-magical weapons, but are unharmed by acid, alkaline or poison.  They take but half damage from cold or fire attacks.

They are tall and skeletal in appearance, with rather large heads.  They are agile and their tough skin is covered in bony ridges, and they possess sharp-taloned hands, making them dangerous foes.  They generally utilize katana-like swords with saw-edged backs (Dam = d12, 2d4+1 on a backstroke) or pole arms, generally of the glaive or guisarme sort. Leaders will have weapons of +1 or +2 magical bonus.

NETHERLORD

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -1 or better
MOVE: 15"
HIT DICE: 11 - 15
% IN LAIR: 20%
TREASURE TYPE: A, S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 55% - 75% (5%/HD)
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful evil
SIZE: M
PSIONIC ABILITY: Possible
LEVEL/X.P. VALUE: X/variable (13,000 max.)*

The Netherlords are the powerful rulers of Acheron, commanding hordes of maelvis, as well as the zombies and skeletons they have animated.  The most powerful of them is Hafdoligor Kaathbaen (120 hp; AC:  -4), Lord of the Undead, who controls large groups of skeletons, zombies, wights, and wraiths.  It is unknown whether Netherlords are native to Acheron or were powerful necromancers who migrated there from the Prime Material.

All Netherlords appear as tall (6' - 7'), gaunt humans with red-glowing eyes and wearing black armor and helm.  The armor type is variable, but always magical and always at least equal to AC -1.  They will generally wield a mace or staff of great power (such as a +2 staff of withering or +3 mace of life-stealing [as the sword]…) and their 18(00) Strength gives them a +6 bonus to damage.  They are often astride an armored nightmare of maximum hit points (AC:  -5, hit points: 54) when encountered during battle.  They are immune to energy-draining attacks and take half damage from cold attacks.

They wield the following necromantic type spells once/round at will as a 15th level spellcaster: animate dead, cause serious wounds,  energy drain (as m-u spell, 3/day), slay living (3/day), and speak with dead.  They otherwise cast clerical spells at a level equal to their hit dice.  A Netherlord may also summon 2 – 8 mire wraiths, once each day, and will always have one maelvi leader and at least 2 – 8 regular maelvi nearby.  A few Netherlords are known as “The Lords of Evil” and are allied with the god Hextor.