MY BEASTIES

SERVANT OF BADNA
CLIMATE/TERRAIN:
FREQUENCY:
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DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
dude
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
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ThAC0:
NO. OF ATTACKS:
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PSIONICS SUMMARY:
Raam
Very Rare
Host
Any
Nil
Semi- (2-3)
Nil
Neutral Evil
dude
1-8 (1d8)
7
9
3
18
1
1-4 (1d4)
Curse of Badna
Undead immunities
Nil
M
Fearless (20)
650
Nil

Those who succumb to the Curse of Badna rise after death as the vile Servants of Badna.

A Servant of Badna appears as a walking corpse covered with sores and lesions. Their skulls are always clean of flesh, and the skin of their bodies is dry and tight, like hide pulled over a frame. In near-darkness, the dim sapphire glow that fills the eyesockets and surrounds the Servant’s hands becomes visible.

Servants of Badna sometimes behave as if they are able to communicate with one another, but they make no noise apart from horrid, wordless moans.

Combat: Servants of Badna are fearless fighters. Whilst under the control of Abalach-Re they travelled the sewers and undercity of Raam, working towards purposes known only to the Grand Vizier. Now they are near-mindless horrors, attacking any living creature they detect with their incredible sense of smell.

Servants attack with a glowing claw for 1d4 points of damage. Anybody struck by this diseased appendage must succeed in a saving throw vs death or be afflicted with the ‘Curse of Badna’. Curse victims break out in sores and become contagiously ill, losing one point of Strength and Constitution each day. When one of these scores reach zero the victim dies, rising within 1d4 days as a Servant of Badna himself. In addition, other characters must make a saving throw vs death for each hour they remain in contact with the afflicted character. Failure results in that character contracting a milder form of the Curse (same effects, but only a 2% chance of rising as a Servant 1d3 days after death). The Curse of Badna can only be removed with a cure disease, remove curse or heal spell.

Being undead, Servants of Badna are immune to all mind-affecting psionics and spells, and those which affect only a living creature’s metabolism (sleep, cause sleep, etc.). They take half damage from cold and electricity, and they are immune to all death magic.

The Servant of Badna can be turned or controlled as a Shadow. Abalach-Re could once mentally cancel any turning attempts in her realm, but not since her death.

Habitat/Society: The Servants of Badna are a magical creation of the Grand Vizier of Raam. They now have no real habitat, society or purpose, as their mistress has been destroyed. Some Servants still carry out the orders once given them by their queen, but most are like mindless zombies, rampaging through the slums and alleys andsewers sewers of Raam, spreading their curse indiscriminately until they are laid to final rest.

The Vizier once kepts tabs on these undead, commanding them with vile sorcery to commit those acts deemed too despicable even for her vile kuo-tagha. They are much less stealthy without her magical direction, and anything but subtle. The Servants of Badna have been appearing with increasing regularity in the surface city, and they are slain almost as quickly. One might expect that there numbers would be starting to dwindle, provided one was not aware of their ghastly means of reproduction.

Ecology: Servants of Badna can be created in any one of four ways. A humanoid dying of the ‘wind plague’ that afflicts Raamin citizens has a 2% chance of rising as a Servant 1d3 days after death. A humanoid who is slain by the claw attacks of a Servant will rise after 1d6 rounds to join the pack. Finally, a Servant of Badna can be created by bathing a corpse directly in the light of the Star of Badna. This method of transformation takes place in seven days.

Preventing a corpse from rising as a Servant is simple. The spells cure disease, remove curse and heal all nullify the Curse of Badna. So does the destruction of the body.

The disease-spreading of the Servants of Badna is primarily responsible for the wind plague that afflicts Raamin society.

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