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.

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