Dune Runner

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Dune Runner
CR 6 CE Undead

This desiccated humanoid looks clearly dead, but is nevertheless incredibly fast and agile.

Dune runners are peripatetic undead, the remnants of desert nomads who died without reaching their destination. Their only goal is to similarly thwart others, and so they stalk caravan routes and port cities, seeking to send travelers astray. A dune runner may disguise itself as a living creature in order to lure travelers into coming close, and may carry flags of trade or parley as additional deceptions. To keep themselves light and mobile, they rarely carry much of a load, although they may have small valuables and trinkets that they wore when alive.

Dune runners can move faster than horses and easily outpace travelers on foot. They weave in and out of combat, trying to afflict as many enemies as possible with their curse. Those afflicted are forced to run themselves to exhaustion and death. A creature slain in this fashion rises as a new dune runner and darts off in a random direction, carrying on the legacy of the curse. They can use mind-altering magic to force creatures to act in particular ways—a dune runner usually uses this ability to keep the allies of someone affected by the deadly dash from being able to restrain or cure them.

The first dune runners were elves, but they can arise from any humanoid species. Larger and smaller dune runners are possible (simulate these with the giant and young simple templates).

Dune Runner           CR 6
XP 2,400

CE Medium undead
Init
+5; Senses darkvision 60 ft., Perception +11, thoughtsense 60 ft.
Defense
AC
20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp
67 (9d8+27)
Fort
+6, Ref +8, Will +7; channel resistance +2
DR
5/slashing and magic; Immune undead traits
Offense
Speed
60 ft.
Melee
slam +11 (1d8+3 plus deadly dash)
Special Attacks
create spawn
Spell-like Abilities
CL 9th, concentration +12
3/day—greater command (DC 18)
Statistics
Str
15, Dex 21, Con -, Int 12, Wis12, Cha 16
Base Atk
+6; CMB +8; CMD 24
Feats
Dodge, Mobility, Nimble Moves, Spring Attack, Weapon Finesse
Skills
Acrobatics +13 (+25 when jumping), Bluff +11, Disguise +13, Knowledge (geography) +8, Perception +11, Stealth +16
Languages
Common, Elven, Necril
Ecology
Environment
any deserts or plains
Organization
solitary, pair or patrol (3-8)
Treasure
incidental
Special Abilities
Create Spawn (Su)
Unless buried on consecrated ground with sanctified ropes or chains wrapped around the ankles, a humanoid killed by Constitution damage dealt by a dune runner’s deadly dash rises as a dune runner at the next sunset. This dune runner is not under the control of the dune runner that created it.
Deadly Dash (Su)
A creature struck by a dune runner’s slam attack must succeed a DC 18 Will save or be compelled to run. It takes the run action on each of its turns, moving in a randomly determined direction each round. Each round that it spends running, it takes 1d4 points of Constitution drain. A creature prevented from running (such as by being grappled or paralyzed) takes 3d6 damage each round (no save) as its body literally strains itself apart, but takes no Constitution drain. A creature can make a DC 18 Will save on each of its turns—if it succeeds, it stops running. This effect lasts until the creature saves, is reduced to 0 or fewer hit points, dies of Constitution drain, or is subject to a remove curse or similar magic. This is a curse effect, and the save DC is Charisma based.

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