The bounty hunter’s bandits slipped forward through the ruins to catch a glimpse of what was fluttering through the trees. Too late to run, one of them yelled a plea for help thinly disguised as a warning. As she crept silently through the trees the bounty hunter gasped in horror despite herself as she saw a small group of creatures floating towards her band of ruffians, all of which seemed to be magically stuck in place. She turned and began to run as the deep blue creatures with the eerily glowing eyes began feasting on her henchmen.
No. Enc.: 1d6 (1d20)
Movement: 90′ (30′) (walk or drift)
Armor Class: 5
Hit Dice: 2+2
Damage: 1d6 or by weapon
Hoard Class: XIX
These eerie undead huddle at the edges of civilization, inhabiting cemeteries, old burial mounds or any other place that will take them in. Impossibly gaunt with all white eyes that glow softly a ghostly white, midnight blue skin and dressed in rough and unraveling clothing, these unliving monsters relentlessly pursue the living to feed upon them. The bloodless follow their prey tirelessly and can drift as if they were weightless over the ground and across gaps such as pits and ravines, which has given them the nickname “drifters”. Once per day three or more bloodless can cast a ritual spell similar to Hold Person that affects all living creatures smaller than an ogre within a 180′ radius. A standard save versus spells will resist this affect, those who fail are frozen in place for three turns.