Thursday, February 20, 2020

Humbada (Monster)


% in Lair:              40%
Dungeon Enc:       gang (1d8)/ lair (1 gang)    
Wild Enc :             gang (1d8)/ village (1d10 gangs)
Alignment:            Chaotic  
Movement:           120 (40)
Armor Class:         5             
Hit Dice:               6+3**   
Attacks:                 3 (claw/ claw/ bite) or 1 (gore)
Damage:                1d6/ 1d6/ 1d4 + poison or 1d8
Save:                      F6                           
Morale:                  +2          
Treasure Type:     O (per gang)         
XP:                       980

In the Epic of Gilgamesh, he and is companion Enkidu seek out and defeat a singular creature known as Humbada, who guards the cedar forests of the mountains.  At least, this is how modern translations relate the tale.  The Humbada of the epic was in truth an ancient chieftain of this race of  monsters, who were more numerous in ancient times.  Humbada are of humanoid shape and large size, typically over 8’ tall, with the paws of a lion and a body covered in thorny scales; their feet have the claws of a vulture, and on their head are the horns of a wild bull; their tails end in a snake's head.

A Humbaba’s roar causes Fear (save vs. Death or flee for 2 turns) to all humans that hear it. Humbaba generally initiate combat with a roar followed by a charge, whereupon a successful hit will cause double damage.  Otherwise, the Humbaba attacks with its claws and the bite of its tail.  Victims struck by the tail must save vs. Poison or take an additional 1d4 damage for three consecutive rounds. 

Humbaba inhabit the remote cedar forests of the mountains and lair in thickets or caves.  They are more animal than man, going naked and making no tools nor using fire.  They are carnivorous and consider the flesh of humans a delicacy.

Tuesday, February 11, 2020

Ekimmu (undead)

% In Lair: 20%
Dungeon Enc: Throng (1d4), Haunt (1d8)
Wilderness Enc: Horde (1d8) / Haunt (1d8)
Alignment: Chaotic
Movement: 150' (50')
A Fly: 300' (100')
Armor Class: 7
Hit Dice: 6***
Attacks: 1 (touch or possession)
Damage: 1d8 + drain level or special
Save: F6
Morale: +3
Treasure Type: N
XP: 1,070

Ekimmu are the ghosts of those who were slain, often violently, and for one or more of a variety of reasons not permitted entrance to the underworld. They are fearsome creatures that despise their state and are often vengefully jealous toward the living.  An ekimmu looks much as it did in life and can be easily recognized by those who knew the individual.  These powerful undead are unharmed by ordinary weapons, including weapons made of silver and are immune to poison, charm, hold, and sleep spells.

The ekimmu may either attack a victim normally with its life-draining touch or attempt to possess the victim’s body.  In the case of the former, it deals 1d8 points of damage on a successful strike and  drains two levels of experience. Should a character be slain by an ekimmu in this manner, he will become one 24 hours after his death. The new ekimmu will be under the command of its killer.

Instead of making a normal attack, an ekimmu may attempt to possess its victim.  This is similar in effect to the magic jar arcane spell except that an inanimate object is not required for the ability to function.  Targets of this are allowed a saving throw vs. Death per the arcane spell.  A creature failing the save has its body possessed by the ekimmu while its spirit is imprisoned in the underworld. Under this condition, the ekimmu keeps its own Intelligence, Wisdom, Charisma, attack bonus, saving throws, and mental abilities while enjoying the host body’s Strength, Dexterity, Constitution, hit points, and natural abilities.  

Rescuing a victim's spirit from the underworld may be accomplished by driving the occupying ekimmu off with a successful dispel evil (Divine 5).  The ekimmu is permitted a save vs. Death.  Success indicates the ekimmu continues to inhabit its host.  Failure will indicate that the ekimmu has been successfully expelled from the host body, but not destroyed.  A subsequent, successful casting of the dispel evil while the ekimmu is in its native form will function as per the spell description, resulting in the destruction of the spirit.

Thursday, February 6, 2020

Anzu (monster)

% in Lair:              20%
Dungeon Enc:       none
Wild Enc :             Flight (1d6)/ Nest (2d6)
Alignment:            Chaotic
Movement:           ground 60 (20)/ fly 150 (50)
Armor Class:         2
Hit Dice:                4
Attacks:                 3 (bite/ talon/ talon)
Damage:               1d6/ 1d4/ 1d4
Save:                     F4
Morale:                 -1
Treasure Type:     E
XP:                       80

The Anzu is one of the Children of Tiamat; a man-sized, demonic hybrid with the body, wings, talons and tail of an eagle and a monstrous head resembling a horned lion.  They are found in wild, mountainous places where they build nests and prey on large game including people, who they do not fear. 

Anzu prefer attacking from ambush with overwhelming power.  If forced to engage a superior foe, they will attempt to flank and use hit and run tactics.  Their treasure is always found in their nest/ lair and should not be easily accessible except via flight.