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Desert Ghost, Mature

by Jamie Baty

DMR2 28
Large Elemental (Earth, Extraplanar)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armour Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Sandy grasp +6 touch (See Below)
Full Attack: Sandy grasp +6 touch (See Below)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Sandy grasp
Special Qualities: Darkvision 60ft., electrical discharge, electrical feedback, elemental traits, fire resistance 15, vulnerability to water, weapon immunities
Saves: Fort +6, Ref +3, Will +0
Abilities: Str 18, Dex 14, Con 15, Int 7, Wis 8, Cha 10
Skills: Hide -2*, Listen +4, Move Silently +4, Spot +4
Feats: Alertness, Improved Initiative
Environment: Plane of Earth, Temperate and Warm deserts
Organisation: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 5
Treasure: 30% 2-20 small gems or 1 scroll
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

Despite their name, desert ghosts are not undead. In fact, they are elemental creatures composed of sand and dust, deriving their being from the Plane of Earth.
Desert ghosts enter the Prime Plane through wormholes during violent or magical sandstorms and after a time in their immature forms, they evolve into the more dangerous mature form.
The desert ghost's mature form is a sparkling, vaguely humanoid shaped "ghost" of sand and dust which can stride across the desert. In this form, desert ghosts are truly dangerous, for they are more intelligent and purposeful in their actions and have been known to carry out deliberate attacks against metal-bearing creatures.

Combat
Mature desert ghosts can be aggressive against metal-bearing creatures. Their only attack is their Sandy Grasp touch attack, but it is often lethal.

Sandy Grasp (Su): The sandy grasp touch attack of a mature desert ghost inflicts 1d8 electrical damage per HD (thus the above example does 5d8 electrical damage per hit). On a critical hit, the victim is also blinded by dust and sand unless a Reflex save vs DC 14 (Con based) is made. The blindness lasts until the sand and dust are washed out or cured magically.
Each successful attack drains 1d4 hp from the desert ghost.

Electrical Discharge (Su): Each time a desert ghost is hit by a metal melee weapon, the desert ghost's attacker suffers 1d3 hp of electrical damage.

Electrical Feedback (Su): Electrical attacks, such as lightning bolts, cause the desert ghost to permanently gain hp equal to the damage the attack should have caused. The desert ghost gains 1 HD for every 8 hp gained this way.

Vulnerability to Water (Ex): Desert ghosts have vulnerability to water. Desert ghosts take half again as much (+50%) damage as normal from water-based effects and attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A desert ghost splashed with water will suffer 1d8 hp in damage.

Weapon Immunities (Ex): Desert ghosts are immune to non-metallic weapons. Ranged or thrown weapons made of metal or with metal tips only cause 1/2 normal damage to a 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.