Bakhna Rakhna

Pale, goblinlike jungle pests that ghost through walls to raid larders at night, bakhna rakhna are harmless if fed, but anyone who fights back invites poison and slow, silent murder.

Setting: Ravenloft · Sources: Ravenloft Appendix III

Appearance

These small humanoids resemble albino goblins, with flat faces, sloped foreheads, broad noses, pointed ears, and wide mouths of tiny sharp fangs. They walk upright on short legs, arms dangling to the knees. Their skin runs from white to pearl gray, and their greasy hair is sometimes faintly yellow. They have their own tongue, and some manage broken common; their words mostly concern food, naps, pain, and pleasure.

Combat

They avoid open fights, retreating into the brush to ambush pursuers. Each has a small bow and 1d6 pointed sticks coated with paralytic poison, used as daggers or arrows for 1d4. A victim must save vs. poison at -3 or be paralyzed for 1d4 turns.

They usually spare fallen foes who might be robbed again later. If one of their own is hurt, though, their revenge is merciless: they pierce the neck of a paralyzed victim and let him bleed out while fully aware, losing 1 hp per round and dying after 2d8+15 rounds regardless of remaining hit points. They never abandon their wounded or dead.

They have 180-foot infravision but are sensitive to sunlight; a light spell cast on one forces a save vs. spell, or it falls into a fit that paralyzes it for 1d4 turns. They hide in shadows and move silently 70% of the time, are immune to all poisons, and can use passwall four times a day and silence, 15' radius twice a day.

Habitat and Society

Endlessly curious, they would rather steal food than hunt. At night they slip through walls into homes under cover of silence and are rarely caught; interrupted, they flee back through the walls. Unless food is left out for them, they leave a spectacular mess. Leaving food spares a household the trouble, but trying to stop their visits leads them to poison any leftovers using type G poison (ingested; onset 2d6 hours; 20/10), and further efforts can turn them into a deadly menace.

Clans are typically ten strong, sometimes up to 30. They live in small burrows or move in under the floor or porch of a house that has become a food source.

Ecology

Native to forests, they can forage and hunt but do so only when starvation looms, preferring to scavenge and raid nearby settlements for all they need.

More: Monsters starting with B · Ravenloft monsters · All monsters A-Z

Statistics

Climate/TerrainTemperate woodlands
FrequencyUncommon
OrganizationTribal
Activity CycleNight
DietOmnivore
IntelligenceLow (5-7)
TreasureC (K)
AlignmentNeutral evil
No. Appearing4-24 (4d6)
Armor Class7
Movement6
Hit Dice1
THAC019
No. of Attacks1
Damage/Attack1d4 (by weapon)
Special AttacksPoison weapons
Special DefensesNil
Magic ResistanceNil
SizeS (3' tall)
MoraleAverage (8-10)
XP Value175