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Desert Ghost, Immature

by Jamie Baty

DMR2 28
Medium Elemental (Earth, Extraplanar)
Hit Dice: 4d8 (18 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares)
Armour Class: 10 , touch 10, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: None
Full Attack: None
Space/Reach: 5 ft. /5 ft.
Special Attacks: Suicidal discharge
Special Qualities: Darkvision 60ft., elemental traits
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 10, Dex 10, Con 11, Int 3, Wis 8, Cha 10
Skills: Hide +0*, Listen +3, Move Silently +3, Spot +3
Feats: Alertness, Improved Initiative
Environment: Plane of Earth or Temperate and Warm deserts
Organisation: Solitary, Pair, or Swarm (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Desert ghosts enter the Prime Plane through wormholes during violent or magical sandstorms and, in their immature form, appear as patches of slightly sparkling sand, drifting across the desert dunes as though being blown by a gentle breeze. In this form they can travel great distances, feeding on the tiny charges of static electricity that accumulate in the sand and dust.
Immature desert ghosts are not aggressive, but if they come into contact with any metal object larger than a dagger (for example, metal armour, a sword, etc.) they involuntarily release their electrical charge through it. This kills the desert ghost. Since death can come to them so easily in this way, desert ghosts have an instinctive hatred of metal and metal-users.
During sandstorms, desert ghosts gather in large numbers, although whether they simply sense storms or actually cause them is not known. During a storm, a desert ghost can travel great distances on the wind and may also develop into its mature form.

Immature desert ghosts are non-aggressive and greatly fear any creature bearing metal objects. They have no natural attacks other than their Suicidal Discharge.

Suicidal Discharge (Ex): If an immature desert ghost comes into contact with more than a 1/2lb. of metal (armour, weapon, ingot, etc...), it immediately deals 1d6 electrical damage to the object and the object's bearer (if any). This discharge immediately kills the immature desert ghost.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.

Skills:* A desert ghost in windy conditions and in desert terrain has a +12 racial bonus to all Hide checks.