Dune Runner

The undead ghost of an elf who died mid-errand, the dune runner sprints across the desert every night, psionically dragging travelers along until they drop dead of exhaustion.

Setting: Dark Sun · Sources: MC12 Dark Sun Appendix I - Terrors of the Desert

Appearance

Dune runners are elves who perished while running to finish a quest or deliver a vital message, now undead and doomed to repeat their hopeless run night after night. At a distance one looks like a powerful elf racing across the sand; up close, thin gray skin is pulled tight over a bony frame. It remembers every language it knew in life and is said to chat with its victims as they run.

Combat

A runner keeps its old class, level, gear, spells and psionics, and gains extra undead abilities, so no two are alike. It also gains the telepathic sciences mass domination and mind link and the devotions attraction, contact and life detection; of these, attraction, life detection and mass domination run constantly at no cost.

Elves in a party may make a Wisdom check as it approaches to recognize it as undead. Anyone it passes, of any race, must save vs. spell or be compelled by attraction and mass domination to run with it that night, up to five victims per level the elf had at death. Runners cannot stop and lose 1 Constitution per turn until restrained or until they reach 0 and collapse. A collapsed victim must make a system shock roll or die; success means 1d6 turns unconscious, then recovery of 1d8 Constitution per day only if he gets water, or he collapses again and dies. An elf who dies on the run becomes a dune runner too, its eternal companion.

Habitat and Society

Each runner was once an individual with its own loves and goals. Now they haunt any traveler crossing their path, running for sheer joy, so obsessed that they drag the living into their mad dash toward oblivion. Few have ever run until dawn to learn what happens then, and survivors refuse to talk about it.

Ecology

Runners are a curse on caravans. Small trains have been found abandoned on known runner paths, their traders dead of thirst and exhaustion miles away, and seasoned caravan masters will lose half a day rather than cross, or make camp along, a runner's trail near nightfall. Some believe completing a runner's quest would lay it to rest, but no one has proved it.

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

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleNight
DietNone
IntelligenceAs in life
TreasureNil
AlignmentAny evil
No. Appearing1-4
Armor ClassAs in life
Movement18
Hit DiceAs in life
THAC0As in life
No. of AttacksAs in life
Damage/AttackAs in life
Special AttacksPsionic
Special DefensesNil
Magic ResistanceNil
SizeM (7' tall)
MoraleChampion (16)
XP ValueVaries

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
21/2/3-/MB,TW=Int100

Telepathy - Sciences: mass domination, mind link; Devotions: attraction, contact, life detection.

These psionic powers are gained in addition to any the elf possessed when it was alive. Mass domination, attraction, and life detection are always on, at no cost.