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.
Lugul watched in horror as the last guards fell, lashed by the terrible whips of the hideous horse-headed demons that had overrun the ruins of Ash’ashzab since last he passed this way. His own efforts to drive the monsters off with the words and symbols of Marduk had failed – they were simply too full of darkness and hatred for him to overcome. Now there was little left to do than pray for sanctuary.
The creatures slowly turned their hollow eyes towards him, relishing the thought of tormenting one so self-righteous. Their dark desires focused thus, they were blindsided as up from the cellar of the old armory burst forth a ragged pair, one bearing an ancient iron axe and the other incanting words of sorcerous power.
“Don’t just stand there waiting for death, Priest!” called Dusz. “Fight!”
Tummahu Anang Gar (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 120′ (40′)
Armor Class: 5
Hit Dice: 2 + 4
Attacks: 1 (whip or sling)
Damage: 1d6+1 (whip) or 1d4+1 (sling)
Hoard Class: VII
Tummahu Anang Gar are immensely strong horse-headed humanoid demons with coal black eyes. These terrifying fiends stand 7′ tall and their blood-red coats shimmer with an oily iridescence. The air about them smells faintly of oxidized copper. Tummahu Anang Gar are bloodthirsty, fearless and sadistic; they delight in the chaos and suffering of battle.
Tummahu Anang Gar attack relentlessly with viciously barbed whips or slings. Creatures struck by the whip of a Tummahu Anang Gar must save vs. Petrify (or pass a Dexterity check, if Ability Checks are used) or fall to the ground as the demon pulls mightily on its whip. Characters knocked to the ground may be subject to combat penalties as ruled by the DM.
Combat with Tummahu Anang Gar is complicated by their innate ability to cast mirror image twice per day. At least one demon will use this ability in the first round of combat, with additional Tummahu Anang Gar following suit throughout the duration of the fight.
Additionally, they possess all of the abilities of a typical Lower 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)
Further, these creatures are:
- Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
- Vulnerable to Holy Water, taking 1d6 damage per thrown vial that hits or an additional 1d2 damage from weapons doused in such a fluid.
- Able to be turned (as creatures of 5HD) by Clerics of the gods of Umaab.
Tummahu Anang Gar are found in the wild, often at oases and abandoned encampments.
The Tablets of Adad Untash name Tummahu Anang Gar as the damned souls of slaves who sold out their fellows to avoid punishment.
Awesome. And weird, they will appear, with your other demons, in my game.
As always, I’m delighted you like ’em, bat! Let me know how your players fare against them when they appear. I’d love to hear the story!
Just so you know, there are four more Lower Order foes coming. After that, assuming the fingers and imagination don’t give out, there’s batch of six Standard Order Demons on deck.
And then, perhaps after a short break for something else, three Higher Order Demons. Oh, and half-a-dozen Demon Lords are demanding to be released, too. It’s a veritable cornucopia of vaguely Babylonian beasties! 🙂
After that, though, I should be done with this crop. The truth is, wrestling with these demons is about half of why I gave in and started this blog in the first place!
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