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.