| Notes |
These horrible creatures can be found in the desert, frequently hiding in the fury of a dust storm, from which they gather their material form and then peel off to seek their own amusement.
They form their bodies from dust, sand and grit into a very roughly humanoid shape.
Similar to elementals but with INT of 2D6 rather than an INS score that varies according size, a Dust Devil is a fusion of air and earth that varies from 2 cubic meters up to 6 cubic meters - at least such is the largest size that is known- and must always stay in touch with the ground - if this connection is somehow broken, the Dust Devil dissipates.
The Dust Devil inflicts damage by engulfing a victim in its physical form of sharp dust and grit that it whirls at such velocity as to inflict its Damage Modifier to every location simultaneously, and in the worst cases, can flay a living being alive. Dust Devil damage can be evaded but cannot be parried, even with magical weapons, however armour and magical protections work as normal. The Deflect spell reduces the wraith’s damage dice by one step.
In combat Dust Devils are immune to damage from mundane weapons; they can use the Blind Opponent special effect without requiring a critical roll. Bypass Armour and Maximise Damage are their other preferred effects.
Dust Devils will not voluntarily dematerialise but will continue to carve their way across the desert until their form is destroyed – after which they must seek out another dust storm from which to create a new physical form.
Source: Age of Treason |