Aghar

Armor Class
2 [17] (m)
Hit Dice
9+2
Attacks
Strike (2d6)
Special
magic weapons to hit, earth powers, whirlwind form, electricity immunity, half damage from magical electricity/earth
Move
12 Tunnel 12
HDE/XP
11/1,700

Description

A race of manlike creatures drom the Elemental Realm of Earth, the Aghar are large beings, 10 to 11 feet in height and weighing around 1,500 pounds.

The aghar's morale score of 12 reflects its absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the "8" figure to determine whether an outmatched aghar decides to leave a combat.

An aghar has a number of magical powers, which can be used at will (that is, without needing magic words or gestures): Light (Dark) (Dark only), once per day; cause a minor earthquake, with unlimited uses per day, which can cause objects to fall or be knocked over, and people to lose their footing; move through stone, as the spell, up to one hour per day; and create objects of stone, such as walls or pillars, up to 100 cubic feet in volume, once per day.

An aghar may assume the form of a whirlwind of dust and stone at will, with no limit as to the number of times per day this power may be used; an aghar in whirlwind form fights as if it were an earth elemental.

Due to its highly magical nature, an aghar cannot be harmed by non-magical weapons. It is immune to normal electricity, and suffers only half damage from magical attacks based on either electricity or earth.

Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.