| Hit Dice: | 4d12 (26 hp) |
| Initiative: | +5 |
| Speed: | 20 ft. (4 squares), swim 60 ft. |
| Armor Class: | 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14 |
| Base Attack/Grapple: | +2/+1 |
| Attack: | Slam +6 melee (1d6 plus fatigue) |
| Full Attack: | Slam +6 melee (1d6 plus fatigue) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Desiccating breath, fatiguing touch |
| Special Qualities: | Darkvision 60 ft., elemental turning vulnerability, inescapable craving, undead traits |
| Saves: | Fort +1, Ref +2, Will +4 |
| Abilities: | Str 16, Dex 12, Con —, Int 8, Wis 11, Cha 13 |
| Skills: | Listen +7, Search +7, Spot +7 |
| Feats: | Ability Focus (desiccating breath), Improved Initiative |
| Environment: | Any |
| Organization: | Solitary or gang (2–5) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always neutral evil |
| Advancement: | 5–7 HD (Medium), 8–12 HD (Large) ♊ |
| Level Adjustment: | +3 |
This small, salt-encrusted humanoid figure looks parched and gasping. Around it, a dry, hot breeze seems to blow from nowhere.
Desiccators are the dried-out undead remnants of creatures of elemental water. They long to quench their tremendous thirst with the precious fluids of living creatures.
Thanks to their withered forms, desiccators are sometimes mistaken for mummies, although they wear none of the wrappings common to those creatures. Cursed to remain forever bereft of the watery form it had in life, the desiccator envies and despises all living things.
Most desiccators stand about 4 feet tall but weigh only 30 to 40 pounds.
Desiccators speak Aquan.
A desiccator opens combat with its breath weapon, seeking to weaken opponents’ resistance to its fatiguing touch.
Desiccating Breath (Su): 15-foot cone of desiccating air every 1d4 rounds, damage 1 Con, Fortitude DC 15 negates. (Creatures with the water subtype take a −4 penalty on this save.) The save DC is Charisma-based and includes a +2 bonus from the Ability Focus feat.
Fatiguing Touch (Su): The slam of a desiccator, in addition to dealing 1d8 points of damage, makes living creatures fatigued. A DC 13 Fortitude save negates the fatigue but not the damage. (Creatures with the water subtype take a –4 penalty on this save.) If the victim fails the save, the desiccator also gains 5 temporary hit points, which last for up to 1 hour. A creature already fatigued cannot become exhausted as a result of this touch. The save DC is Charisma-based.
Elemental Turning Vulnerability (Ex): A character who can turn undead and also turn water creatures gains a +2 bonus on turning checks to turn a desiccator. A character who can rebuke undead and also rebuke water creatures gains a +2 bonus on turning checks to rebuke a desiccator.
Inescapable Craving: A desiccator has an inescapable craving (see Undead Metabolism) for water, which it absorbs by using its fatiguing touch ability.
Source: Libris Mortis, page 94.