Unearthing the Horror: The Agarat from Drums on Fire Mountain

Going back to 1984, one of the most intriguing monsters to emerge from British tabletop adventures is the Agarat, featured in the classic module Drums on Fire Mountain (X8, 9127). Designed for characters level 5-8, this creature exemplifies the kind of undead menace that keeps players on their toes—especially in pirate or supernatural-themed campaigns.

Agarats are undead human or humanoid beings that often appear amidst packs of ghouls and other restless spirits. Their origins are shrouded in mystery—some tales suggest they are cursed sailors or pirates who betrayed their comrades and were condemned to eternal torment, while others believe they are the corrupted remnants of those who died violently and unceremoniously. Unlike ghouls, Agarats are distinguished primarily by their inability to paralyze victims, but their bloodcurdling screams are far more feared.

Legends say that Agarats are the tormented souls of those who suffered in life—brutally murdered or betrayed—who returned as vengeful undead with a singular purpose: to spread terror and drain the vitality of the living. Their screams are believed to be a curse, calling back the restless spirits of the drowned and the damned, seeking vengeance and chaos. In some regions, villagers whisper that Agarats are the “harbingers of doom,” only appearing on nights when the veil between worlds is thinnest—such as during the full moon or specific sacred festivals.

When an Agarat screams, it unleashes a lethal psychic attack. All characters within 20 feet must succeed at a saving throw vs. Spells (with wisdom bonuses or penalties) or suffer a temporary energy drain, reducing their vitality by one level. The drain can last from 1 to 4 turns, and if a victim is drained of all energy, they fall unconscious and remain so for 2-12 turns—vulnerable to further attack or ritual. Agarats only scream once per turn, but their screams are cumulative—multiple Agarats can quickly weaken even the sturdiest party.

They are immune to sleep, charm, and hold spells, making them difficult foes to control. Only silver or magical weapons can harm them effectively, and divine power can turn Agarats as easily as specters—making clerics vital in combating these nightmares.

In the rich tapestry of undead monsters, Agarats stand out as a blend of mental horror and physical menace—perfect for campaigns seeking a sinister, supernatural edge. Beware their scream, for once awakened, they may slip into your adventure—and haunt your nightmares forever.

Agarats

FREQUENCY: Rare
NO. APPEARING: 1-6 (1-8)
ARMOR CLASS: 4
MOVE: 12 “(6” after feeding)
HIT DICE: 4 + 3*
% IN LAIR: 0%
TREASURE TYPE: B
NO. OF ATTACKS: 2 claws / 1 bite + scream
DAMAGE/ATTACK: 1-3 / 1-3 / 1-3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Chaotic
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/Nil
LEVEL/XP VALUE: IV/200

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