Risen from those slain by sandstorm horrors, the desert wraith runs prey down as a jackal, then drains its life with a ghostly human touch.
Anyone killed by sandstorm horrors rises three days later as a desert wraith, a malicious spirit of the dunes that wears two shapes: a human and a jackal.
Desert wraiths change form whenever they wish, typically rushing their quarry as a jackal and then shifting to human shape to strike. Their touch deals 1d4 and drains one life level, as a wraith, with no save, reducing hit points, spells and other abilities. Though not bright, they are cunning enough to bury themselves in sand and burst out to surprise victims. They see in pitch darkness as clearly as at midday.
Priests turn them as spectres. Sunlight destroys them completely, and holy water deals 2d4 per vial.
Utterly evil, a desert wraith exists only to destroy the living and feed on their life energy. Each digs itself a burrow in the sand and hides there through the day.
Life force is its only food, and nothing hunts it in turn. A victim drained to 0 life levels becomes a zombie within 48 hours, even if raised, unless the body is bathed in holy water.
More: Monsters starting with D · Forgotten Realms monsters · All monsters A-Z
Related: Shimmering Wraith · War Wraith · Wraith · Wraith [Dark Sun] · Wraith [Greyhawk]
| Climate/Terrain | Subtropical/Desert |
|---|---|
| Frequency | Rare |
| Organization | Solitary or Group |
| Activity Cycle | Night |
| Diet | Life energy |
| Intelligence | Low (5-7) |
| Treasure | Nil |
| Alignment | Chaotic evil |
| No. Appearing | 1-3 |
| Armor Class | 4 |
| Movement | 9 (18 in jackal form) |
| Hit Dice | 6+3 |
| THAC0 | 13 |
| No. of Attacks | 1 |
| Damage/Attack | 1-4 (in human form) or 1-6 (in jackal form) |
| Special Attacks | Energy drain |
| Special Defenses | +1 or better weapon to hit |
| Magic Resistance | 30% |
| Size | M |
| Morale | Elite (13-14) |
| XP Value | 2,000 |