Friday, November 6, 2009

Sand Ghul: Nightmare of the Wizard

Sand Ghul


No. Appearing:
1d6
Alignment:
Chaotic
Size:
M
Armour Class/Defense:
1/1
Move:
90’
Hit Dice:
2 HD (8HP)
Attacks:
1 Bite +2 (spear) OR 2 Claws +2 (daggers)
Modes:
A – Ego Whip
D – Mental Barrier
Disciplines:
1- Detect Psions, Sensory Obscurement
2- Domination
Special:
-3 to be detected
Moral:
+2
Treasure:
1
XP:
20+2 (36)

Sand Ghuls are a horrid variety of Quasi-Man, although whether a degenerate line of mutants or some sort of artificial beings is unknown. They appear as naked humans, but with deathly-gray skin and four digits on each hand and foot.

Although only semi-intelligent, Sand Ghuls are masterful hunters with amazing capabilities for concealment. Any attempt to detect the presence of concealed Sand Ghuls suffers a -3 penalty. They travel the wastes in small packs of 1-6.

Sand Ghuls crave the brains of psychics. They prefer to stalk small parties traversing the desert, staying hidden until the dead of night. Using their Detect Psions abilities, they find psychic prey. They are clever enough, however, to know that the most powerful of psychic may be more trouble than they are worth and usually choose middling-level psychics. They then utter their weird, haunting hunting cry, which sounds like a ghostly horn drifting from the wilderness. At the same time, they use their Domination to summon their prey out of camp, where they will be swiftly dispatched and the Ghuls feast upon their brain.

1 comment:

  1. Keep them coming! I'm loving the subhuman desert sorcerer slayer...

    ReplyDelete