Nabassu (Death Stealer) (Stealer of Death) (Major Demon)

FREQUENCY: Very rare (common) <(places of desolation)>
FREQUENCY: Very rare ([Dungeon Level VII])

FREQUENCY: Very rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
FREQUENCY: Rare ([Astral Plane])

NO. APPEARING: 1
ARMOR CLASS: 4 to -5 (see below)
MOVE: 15" / 15" (MC: C)
HIT DICE: 5 + 2-20 (see below) <(wings)>
% IN LAIR: 5%
TREASURE TYPE: [SB]
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/3-12
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 5 to 50%
INTELLIGENCE: High (+ great cunning)
ALIGNMENT: Chaotic evil
SIZE: M (7' tall)
PSIONIC ABILITY: Nil (see below)
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
    Immature: VII | 1800 + 12
    Mature: VIII | 3300 + 12

The nabassu, or death stealers, are demons who inhabit the PMP for a time.
Dwelling in places of desolation, these dreadful
monsters trouble mankind continually by raiding in order to work
their great evil, thus satisfying their lust for cruelty and their desire to
regain their place on the Abyssal Planes. In order to grow and mature,
each nabassu must slay many humans, create evil undead, and wreak
wickedness. Once hatched, each nabassu spends a period of time in the
Abyss. Those that survive to young adulthood must come to the Prime
Material Plane. This they do through an inborn ability to use psionic
probability travel, even though nabassu have no psionic ability or powers
otherwise. They may take others with them in this form of travel.
Manyare slain in coming to the Prime Material Plane, but some few live
to begin their growth.

Nabassu demonlings have only AC 4 and 5 hit dice when they
sojourn to the PMP. The process of traveling gives them
2 additional hit points (growth). Thereafter, each human they slay and
devour builds their hit points by 1. Likewise, the growth adds to their
armor class by one-half factor, so that, after killing and devouring 2
humans,a nabassu will have+4 hitpoints and an armorclass of 3.After
slaying and eating 18 humans, a nabassu reaches full growth. When
fullygrown, nabassu gain sufficient power to return to their own plane
and establish comfortable domains for themselves. (This they always do
within a year or two of maturity.)

When on the PMP, nabassu will secrete only gems,
jewelry and magic items in their lairs (treasure types Q X 5 [check each
separatelyland F [magic]). In the Abyss, each will have type H, but it will
be guarded by several vassal demons of lesser power.

In addition to their normal clawing and biting attack, nabassu have
magical powers of attack and defense. Immature nabassu have the
ability to cause shadows(within a 20-footradius), shed darkness (within
a 5-foot radius), and use their death stealing gaze once per additional hit
point above 5 hit dice. Cause shadows creates a sphere of dim, shadowy
light conditions, except in darkness. Death stealing requires the victim
to save vs. death magic or become a ghast (or a ghoul if the victim is
demihuman or humanoid), who is controlled by the nabassu as soon as
the victim dies or its slain. Worse still, nabassu are able to bestow the
stolen death upon anyone who fails to save vs. death magic, killing that
individual instantly. The victim so slain becomes a shadow (unless he or
she has already been subjected to deathstealing) and is doomed to serve
the nabassu whenever called. This doom can be avoided through exorcism
of the corpse (with or without restoration of life.) Range for stealing
is 2"; for bestowing the range is 1 ". Each spell-like power is usable 1 per
round, 1 atatime, at will.Shadows and darkness cast persist as long as
the demon desires or until otherwise dispelled. Nabassu have thief-like
abilities to move silently, hide in shadows, hear noise, and strike from
behind. The level of their performance is equal to one-half of their hit
point bonus, measured as if it were thief level. Nabassu can be harmed
only by iron or + 1 or better magic weapons. They have the ability to
change their coloration from brown-black to pale dove gray, with all
shades in between possible. This allows them to hide in shadows or
against the right background coloration. They have an effective strength
of 18/00.

Upon reaching maturity, nabassu gain these additional spell-like powers:
summon 2-5 ghasts once per day if on the Abyssal Planes, energy
drain, etherealness twice per day, paralyzation (within a 10-foot radius)
once per day, regenerate up to 20 hit points per day, silence (within a
10-foot radius) once per day, teleportation, and vampiric attack.

Vampiric Attack: Vampiric attack is a dweomer that enables the nabassu to drain the power
used by his opponent at the time, be it physical or magical, and use it
against the opponent. The opponent cannot use it for that round. If the
opponent strikes successfully, the effect happens to the attacker, not the
nabassu. Vampiric attack is usable only once per day, and it has a 2"
range. All additional spell-like powers are usable 1 at a time, 1 per
round, at will.

Nabassu are tall and thin with scaly, sinewy forms. The head is very long
with small horns. The ears are long and bat-like. The teeth are tusk-like
and set in a huge mouth. Facial features are small otherwise, and the
eyes glow yellow. The fingers are long, tipped by long, razor-sharp
talons. The wings are bat-like but scaled. Coloration is near-black
through brown to palest dove gray as desired.