Dhaot

The weary ghost of someone who died far from home, a dhaot wanders the wastes weaving illusions, begging travelers to carry its bones back and punishing those who refuse.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Appearance

A dhaot is the spirit of someone who perished far from home and now feels a crushing need to return there. It looks as it did in life, but haggard, as though it had spent weeks scraping by in the wilderness, and its dusty, sweat-streaked face always wears a sorrowful look. Though bodiless, it leaves footprints in the sand unless it turns invisible, which it can do at will, and then it leaves no trail at all. A great many are halflings who perished beyond the shelter of their home forests. They speak the languages they knew in life; halfling dhaots rarely know the common tongue, while most others do.

Combat

Only magical weapons harm a dhaot; they seem to pass through it but still wound it. At will it can turn invisible and use the wizard spells nightmare, dream, hallucinatory terrain and spectral forces. It normally uses them to show willing helpers its tragedy and the way to its home, and to torment those who refuse. It rarely fights a group stronger than itself, preferring to lure enemies into natural hazards, such as hiding a chasm under illusory solid ground.

Habitat and Society

Dhaots are loners, though small groups, perhaps the remains of a lost caravan or halfling clan, are seen on rare occasions. A dhaot appears in the distance and approaches only lone travelers or small parties, asking them to follow it to its remains and carry them home. In return it promises secrets gathered in its wanderings, such as buried treasure, forgotten ruins or the hidden weaknesses of desert beasts. Helping can be dangerous, since its bones may lie in a monster's den.

Ecology

A dhaot cannot rest until its body is home, so it walks the wastes night and day, though it chooses to appear when it is least likely to frighten people. It always looks after itself first, revealing nothing until it has received real help and usually waiting until its remains are delivered.

More: Monsters starting with D · Dark Sun monsters · All monsters A-Z

Statistics

Climate/TerrainAny
FrequencyUncommon
OrganizationSolitary
Activity CycleAny
DietNone
IntelligenceVery (11-12)
TreasureNil
AlignmentChaotic neutral or any evil
No. Appearing1
Armor ClassAs in life, or 3
Movement9
Hit DiceAs in life (minimum 3+3)
THAC0As in life, or 17
No. of Attacks1
Damage/AttackSee below
Special AttacksIllusions (see below)
Special DefensesSee below
Magic ResistanceNil
SizeM (6' tall)
MoraleElite (13-14)
XP Value650 + 500 per HD over 7