A tireless spectral steed that can carry a rider 180 miles a day across any desert, if it does not first bolt into the wastes or drain that rider into a wraith.
Every ghost mount wears two faces. Its real one is a faint, glowing silhouette of the animal it once was, usually a horse or camel and occasionally an antelope, starved, scarred, and broken, with wild, gleaming eyes. Over this it can throw a potent illusion that makes it look like a magnificent, robust example of its kind.
It can kick with two hooves and bite, but its real weapon is the journey. It wants a rider, so that its life-draining power can turn that rider into a ghost.
At the start of the ride, the rider makes a Wisdom check at -2. On a failure the mount ignores every command and races flat out into the nearest wilderness. Jumping clear at a gallop deals 3d6 points of damage, and gear that falls with the rider must save vs. crushing blow. A rider who hangs on is hurled off after carrying them no less than 75 miles into the wilds, taking 1d6 damage while carried items save vs. fall.
On a successful check the mount obeys, but when the trip is half over the rider must save vs. death magic. Failure means the drain has made the rider a wraith, which nothing short of a wish can undo. Success means the rider has mastered the mount and reaches the destination. There the beast must be released, but its master can call it back whenever desired. Each later trip carries the same risks.
Charm, sleep, and hold spells fail against a ghost mount, as do death and cold magic, and it is immune to poison and paralyzation. Each vial of holy water inflicts 2d4 points of damage. A raise dead or resurrection destroys it unless it saves vs. spell.
These undead arise from animals so cruelly treated in life that they linger to punish anyone who climbs onto their backs. They often mingle with herds of wild animals, disguised by illusion, hoping to be caught and saddled so they can drag more of the living into undeath.
Summoning magic can call one, and its draining power works the same when it comes this way. Casting mount in empty desert or uncivilized plains has a 5% chance of bringing one of these undead steeds instead.
A ghost mount skims just above the ground and never stumbles, so it always moves at full rate whatever the terrain. Undead flesh feels no fatigue, so encumbrance never slows it, and it never sleeps or rests. A mastered mount can carry a rider strapped into the saddle up to 180 miles a day through any terrain and weather. Riders who prefer to sleep at night can cover 90 miles a day instead, and the beast stays obedient through any number of stops along a multiday trip.
These creatures neither live nor breed in a natural way. Damage leaves lasting marks until an animate dead spell mends them. Over time they also regain negative energy on their own, but that slow recovery never restores their former look.
More: Monsters starting with G · Al-Qadim monsters · All monsters A-Z
| Climate/Terrain | Desert, plains |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Night |
| Diet | None |
| Intelligence | Low (5-7) |
| Treasure | Nil |
| Alignment | Neutral evil |
| No. Appearing | 1 |
| Armor Class | 5 |
| Movement | 30 |
| Hit Dice | 3 |
| THAC0 | 17 |
| No. of Attacks | 3 |
| Damage/Attack | 1-8/1-8/1-6 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | Nil |
| Size | L |
| Morale | Champion (15-16) |
| XP Value | 420 |