
Ghost
Mount
Large Undead
Hit
Dice: 3d12 (20
hp)
Initiative: +1 (Dex)
Speed: 60
ft
AC: 15 (-1 size, +1 dex, +5 natural)
Attacks: 2
hooves +4 melee, bite –1 melee
Damage: Hoof 1d4+3, bite
1d3+1
Face/Reach:
5 ft x 10 ft/ 5
ft
Special
Attacks: Death
Ride
Special
Qualities: Unearthly Movement,
Scent, Undead
Saves: Fort +6, Ref +4,
Will +2
Abilities:
Str 16, Dex 13, Con - , Int 5, Wis
13, Cha 6
Skills:
Listen +7, Spot
+7
Feats: Alertness
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating:
2
Treasure: None
Alignment: Always
Neutral
Advancement:
-
Ghost mounts are
undead creatures that can help desperate or foolish travelers cover vast
distances, but at a price. Those who ride a ghost mount may
themselves become ghosts, doomed to wandering the deserts by night.
A ghost mount has two forms, its true form and an illusory
one. A ghost mount’s true form is a transparent, glowing outline of
its former self (either a horse, a camel, or possibly even an
antelope). It appears to be a malnourished, battered, and scarred
wreck with wild and shining eyes. A ghost mount can also use
powerful illusions to mask its true form and appear as a particularly
strong and handsome specimen of its former self.
Ghost mounts are
formed from the spirits of mistreated animals, creatures so brutally
handled in life that they survive after death to take vengeance on all
creatures who ride them.
Combat:
A ghost horse can
attack physically with its two hooves and bite, but it usually prefers to
allow a rider to mount it and then seeks to use its life energy draining
ability to transform the hapless rider into a
ghost.
Death Ride (Su):
Any creature that rides a ghost
mount must make a ride skill check (DC 10). If the check is failed,
the mount refuses to obey the rider’s instructions and instead takes him
deep into the nearest wilderness at full speed. Leaping from the
mount when it is traveling at a gallop causes 3d6 points of damage and
objects falling with the rider stand a chance of being broken or
damaged. If the rider stays with the ghost mount, it will throw him
after traveling at least 75 miles into the wilderness. Being thrown
causes 1d6 damage and items with the rider stand a chance of being broken
or damage.
If the ride check is successful, the ghost mount obeys,
but the rider must then make a fortitude save (DC 22) when the journey has
reached a middle point. Failure indicates that the ghost mount’s
energy drain has transformed the rider into a wraith or ghost.
Success indicates that the rider has mastered the ghost mount and may
travel with it to his destination.
Unearthly Movement (Su): Ghost mounts seem to glide over the ground without ever losing
their footing, so they always move at their full movement rate over all
forms of terrain. They suffer no penalty due to encumbrance and have
no need for sleep of any kind. A rider willing to lash himself to
the saddle can travel as much as 180 miles per day over any terrain in any
weather (once control over the ghost mount is established). A rider
may also elect to travel less than that. During travel time, and
throughout any number of stops and/or dismounts, the ghost mount will
continue to obey its rider – until his destination is reached.
Al Qadim Monsters | Monsters
of Inzeladun | Inzeladun Updates | The
World of Inzeladun | About Vincent N. Darlage
| Conan the Barbarian for Third Edition D&D
| Short Stories of Inzeladun | Artwork
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