Sand Slave (3.5e Template)

Sand Slave
Summary::Sand slaves are dead creatures, which are bound to serve a mummy lord.

Sand slaves are formed entirely of sand and black ropes, crawling with scarab beetles, that are completely under the control of a mummy. Their sandy form is shaped in the form they held in life, with the black ropes outlining the musculature and forms of the figure. Four black ropes are tightly drawn from the arms and legs of the sand slave and float about 5 ft. above the creature, suspended in the air: these ropes give the effect of a marionette.

Creating a Sand Slave
"Sand slave" is an inherited template that can be applied to any living, corporeal creature with an intelligence greater than 2 (referred to hereafter as the base creature).

Size and Type
The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It gains the augmented subtype for its base type. It uses all the base creature’s statistics and special abilities except as noted here. Type::Undead

Hit Dice
All hit dice (from class levels or otherwise) are replaced with d12s, but their hitpoints are determined from the following table.

Speed
Sand slaves have a land speed of 30 ft. and a fly speed of 10 ft. + 5 ft. per 2 HD (perfect).

Armor Class
Sand slaves have an AC determined from the following table.

Attack
The base creature loses all of its normal attacks and gains a slam attack with an attack bonus and static amount of bludgeoning damage according to the following table.

Special Attacks
A sand slave loses all of the base creature’s special attacks.

It gains the following abilities:

Whirlwind (Su): Once per hour, as a swift action, a sand slave can transform into a whirling cloud of cords and dust for 1 round. It may move up to twice its fly speed while in this form, ignoring attacks of opportunity. When it moves through a space occupied by a creature, that creature must make a Reflex save at the DC listed below or else get caught in the whirlwind. At the end of its movement, creatures caught in the whirlwind are bound by several cords 5 ft. away from the sand slave. These ropes entangle the creature until the sand slave is destroyed and don't allow the creature to move more than 10 ft. from the sand slave.

Special Qualities
The base creature loses all of its base qualities.

Sand slaves gain evasion and mettle.

Saves
Base save bonuses are Fort +1 per HD +1, Ref +1 per HD +3, and Will +1 per HD + 2.

Abilities
Sand slaves have no constitution score.

Skills
A sand slave keeps all of the skill bonuses of the base creature.

Feats
A sand slave loses all feats the base creature had.

Environment
Desert.

Organization
Slaves of mummies.

Challenge Rating
See the table below:

Treasure
None.

Alignment
Always neutral evil.

Advancement
As base creature.

Level Adjustment
Level Adjustment::&mdash;