Badder


 
CLIMATE/TERRAIN: Temperate woods and hills
FREQUENCY: Common
ORGANIZATION: Fiefdom
ACTIVITY CYCLE: Nocturnal
DIET: Carnivorous
INTELLIGENCE: Very
TREASURE: A,G
ALIGNMENT: Lawful evil

NO. APPEARING: 3d6
ARMOR CLASS: 4 (9)
MOVEMENT: 10
HIT DICE: 7
THAC0: 16
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d6 bite or by weapon +1
SPECIAL ATTACKS: Empathy, Battle fury
SPECIAL DEFENSES: Night vision
MAGIC RESISTANCE: Standard
SIZE: M (5-6' tall)
MORALE: 13
LEVEL/XP VALUE: 420 XP

Also known as "Burrowers," these mutated badgers all have evil dispositions. They are inclined toward chaotic violence, bursts of inexplicable rage, and given to raiding their neighbors and gleefully engaging in wanton destruction. They walk erect and have human-like hands with opposable thumbs, allowing them to wield any weapon they get their hands on. Their favourite weapons are vicious-looking bludgeons with spikes—the more spikes, the better. They wear chainmaille and ring maille armour, prefering to cover it with the skin of their last kill. They also use flintlock pistols and bows with viciously barbed arrows.
Badders can see in the dark as well as they can in daylight.

Combat: Badder prefer to swarm their opponents. By overpowering their enemies with the sheer frenzy of their attacks, they hope to confuse them. Their battle fury is so inpressive that their opponents make all morale checks at -2 to their base morale score. Player characters do not have to make morale checks.
Most of these creatures carry normal weapons, but some (usually the nobility) possess renaissance-era and later weapons as well. A few have magic weapons. Fortunately, badders do not know how to use these magic weapons unless shown by their captives.
Badders can use their empathy ability either to read another's emotions or to force an emotion upon another creature. To successfully do this, they must roll less than 11 on a d20, and this will not affect any creature with a Wisdom score higher then 11. (Note: If you are using Psionics rules, treat this as a psionic attack with a score of 11) The DM may add modifiers to the chance to change an emotion depending on how radically the badder tries to shift the other's emotions. Remember, an intelligent creature is influenced by his emotions, but not ruled by them.

Habitat/Society: Badders have a feudal society, with barons, counts, and the like as their leaders. The nobility make the rules and and are usually obeyed without question. Any badders questioning rules or orders are killed immediately, and placed on display as an example for the rest of society.
Badder villages and fiefdoms consist of underground, earthen tunnel complexes containing up to 100 males of fighting age, an equal number of females who will fight without weapons, and young.

Ecology: Badders are rarely able to trade with other humanoids or intelligent creatures, since their reputations as theives and brigands precedes them. This causes them to steal and kill for equipment even more.

This monster created by Gamma Man