( Sandstorm, p. 37)


Size: Medium
Base speed: Land 30
Strength: +0
Intelligence: +0
Dexterity: +0
Wisdom: +0
Constitution: +0
Charisma: +0
Level adjustment: +0
Space: 5 feet
Reach: 5 feet
Natural armor: +1
Automatic languages: Asherati , Common
Bonus Languages: Bhuka , Giant , Goblin


An asherati appears as a humanoid with smooth skin the color of rust. An asherati can make its skin glow as if with an inner fire, giving off a piercing illumination that suffuses through sand. An asherati has no body hair and eyes the color of ivory. The lithe asherati is a graceful swimmer of the dunes, and thus eschews excessive clothing or equipment, wearing only minimal, skin-hugging garments for modesty's sake. Some asheratis wear tight leather armor, streamlined so as not to hinder their progress through the sands. A typical asherati stands between 5 and 6 feet tall and weighs about 170 pounds.


Racial Traits

  • Natural Dryness (Ex): Asheratis drink water, but they are very dry creatures. To survive, they need to drink only one-quarter the amount of water per day that humanoids of their size normally require.
  • Sandswim (Su): As a merfolk is to the sea, an asherati is to sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). An asherati can sandswim through such materials at his land speed while wearing light armor or carrying a light load. His speed drops to 5 feet if an asherati wears heavier armor or carries a medium load. An asherati cannot make any headway through the sand while carrying a heavy load. An asherati breathes normally while under the sands. This supernatural ability doesn't allow an asherati to breath in mediums other than sand, dust, or ash, nor does it allow an asherati to hold its breath longer than normal in water or dangerous gases.
  • Body Lamp (Su): An asherati can make his skin glow at will, providing bright light out to 60 feet and shadowy illumination out to 120 feet. In a medium of loose soil, such as sand, dust, or ash, a peculiar quality of the light allows an asherati to make out solid objects up to 60 feet away. Under the sand, this light is sufficient for navigation and general identification of objects, but not for reading, recognizing individuals, or other similar feats of fi ner perception. This ability does not allow an asherati to see invisible creatures or creatures with concealment more easily than normal. Other creatures in the sand with an asherati do not gain this special sight, but they can see the sand take on a warm, orange glow. Once per day, as a free action, an asherati can bring his skin up to full brilliance so rapidly that it can dazzle all creatures within 30 feet for 1 minute. Creatures can avoid this effect with a successful Fortitude save (DC 10 + 1/2 the asherati's character level + his Cha modifier).
  • Heat Endurance: Asheratis gain Heat Endurance (see page 50) as a bonus feat.
  • Weapon Familiarity: Asheratis treat the eagle's claw (see page 96) as a martial weapon rather than an exotic weapon.
  • +2 racial bonus on Move Silently and Hide checks (an asherati cannot Hide while his skin glows). If in a sandy area, an asherati receives an additional +2 racial bonus on Hide checks.
  • Water Vulnerability: Asheratis hate being too wet, and their dry bodies absorb water rapidly when they are submerged. If completely wet, an asherati takes a —1 penalty on all attack rolls, ability checks, and skill checks. If an asherati is immersed in water, he cannot hold his breath and must immediately begin making Constitution checks to avoid drowning (see page 304 of the Dungeon Master's Guide).
  • Automatic Languages: Asherati, Common. Bonus Languages: Bhuka, Goblin, Giant.
  • Favored Class: Rogue . A multiclass asherati's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

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