Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.
Dakka Sagaar intoned the words of blessing taught to all daughters of Inanna, imbuing her allies with the light of the eight-pointed star. She did not know what evil lurked in the defiled temple; she knew only that the High Priestess had sent her to recover the sacred Tablets of Tued Munut from within the crumbling walls of the ruin. And she would do whatever was necessary to serve her goddess’ commands.
Attending Dakka Sagaar on this journey were her temple’s Justicars, Bar-Idulam and Mahamusz. The warriors were brave enough in their own right, but even more powerful when blessed by the power of Inanna. The truth, though, was that she was calling upon her goddess more for the benefit of their guide, the young desert warrior Azeela, who glanced about mouselike as her hand twitched nervously at the pommel of the scimitar she wore at her waist.
“…Metarku ziibal. Egiszaz szar,” the Matriarch said, concluding the incantation. “We have now received the blessing of the daughter of the sky-god and moon-goddess, our mistress Inanna the reborn. Her hand will guide our hearts and, if need be, our weapons.”
“Egiszaz szar,” the Justicars replied in unison. They both turned their eyes to Azeela, waiting for her to complete the ceremony.
“Egiszaz szar,” the guide answered awkwardly. As the Umaabi warriors turned to face their priestess, Azeela added her own people’s blessing underneath her breath, “Nafiyya Farah.”
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Azeela was overcome with nausea and felt fever burning in her veins the moment the thing had bitten her. Swarms of them leapt from the giant creature that they had found guarding the tablets they had been sent to retrieve. Whatever magics the priest-woman had wrought were clearly not enough to protect them from the demon that towered over them now, battering away at Bar-Idulam and Mahamusz with the tremendous flail it wielded like a toy.
Dakka Sagaar, too, was pale and pouring sweat within moments of engaging the hell-spawned beast. The Justicars, though, were apparently unbothered by the bites delivered by the constant stream of vermin that assaulted them.
“We cannot defeat this servant of Nergal on our own!” shouted Mahamusz. “You must fight with us. We will cast the disease from your blood before it consumes you. But for now, you must fight!” As he spoke these words the demon brought its weapon down upon the holy warrior’s shoulder, shattering it with a sickening crack. The Justicar collapsed, his soul already on its way to join Ninurta.
A voice then spoke, not to the ears of the seekers, but within their minds. “Even if you defeat me, you no longer have the number needed to cure them both of the disease, paladin. Surrender now and I promise you that you will not have to watch them die.”
Bar-Idulam hesitated, a shadow of despair playing across his face. A moment later his grip loosened and his blade fell clattering to the floor.
“A promise is a promise,” the voice within their heads said wryly as a smile appeared on the demon’s ratlike face.
Badag Gul (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 150’ (50’)
Armor Class: 0
Hit Dice: 7+3
Attacks: 1 (weapon)
Damage: 2d12
Save: F8
Morale: 11
Hoard Class: XIII
XP: 2,100
Badag Gul stand 9’ tall and look like well-muscled men with the heads of giant rats. Mottled brown and grey fur covers their bodies, which teem with enormous fleas, ticks and lice. Anyone engaged in melee with a Badag Gul must make a saving throw versus Poison or contract a wasting disease that will kill them within 1d4 days from the bites of these vermin. Additionally, a character stricken with this disease may not move or attack for 1d6 rounds as the disease takes hold, wracking their body with fever and nausea. This disease may be cured by magical means only. All combatants, even those who successfully save vs. the disease suffer a -1 to hit and a corresponding penalty to their armor class due to the constant swarm of these insects.
Badag Gul attack with large heavy flails which they wield to terrifying effect due to their great strength. Further, they have the following spell-like abilities, useable at will: Clairaudience, Dispel Magic, Implant Emotion, Shatter, Speak With Creatures, Speak With Dead, Speak With Plants, Suggestion, Telekinesis (700 lbs.), Ventriloquism.
Additionally, they possess all of the abilities of a typical Standard Order Demon:
- Infravision (90’)
- Half damage from cold-based attacks
- Half damage from electrical-based attacks
- Half damage from fire-based attacks (all)
- Half damage from gas-type attacks
- Telepathy (allows all languages to be understood)
- Teleport without error
Badag Gul can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Badag Gul may Gate (10% probability of success) 1d6+1 Tummahu Anang Gar (30%) or 3d4 Muzgub Anang Gul (70%).
Badag Gul haunt desecrated temples, improperly blessed burial grounds, and other sites where the power of the gods has been violated.
The Tablets of Adad Untash tell the faithful that Badag Gul are the souls of priests who mislead their congregations.