The Other End of the Gate

The gate from the 9th level of the HOS is a very old one even as gates go. It was constructed with the help of the Elves and is one of the few 2 way gates that survive in the HOS. There is a feeling of purification that occurs as one passes from the dungeon to the Castle of Skulls and a feeling of being soiled when it is used in the other direction. Other than this there is no feeling of transition as the gate is used.

The gate comes out in the depths of Llyrath Forest. It is 1/4 mile from the Castle of Skulls. It stands an a clearing of the forest with a wooded path marked with gravel made of ground human bone. The same gravel surrounds the circular gate clearing. Many fell creatures guard this place and a not inconsiderable number of undead as well (thanks to the efforts of the Lich). This gate was used by the Lich to gather materials needed for his experiments and to case mahem as is is true joy.

The history of the Castle of Skulls is known of from legends of the Ffolk. It is related briefly here:  

"Here is a tale of Llyrath Forest.
It tells of an ancient fortress in the depths of Llyrath Forest that has been long abandoned. It is a castle made of skulls, erected some time after the reign of Cymrych Hugh to commemorate a great victory over the northmen. In those days (and still, as evidenced by the episode with the firbolgs) the Ffolk would take the heads of those who had fallen in war.
In time, enough enemy skulls had been gathered that the High King, Gwylloch, had them raised into a mighty pile on the south coast of Corwell. So taken was he with the proof of his enemies™  downfall that Gwylloch moved his court into the castle of skulls. He led expeditions against the lands of the northmen, or against the holdings of recalcitrant lords, in order to add skulls to his collection.
But the place reeked so heavily of death that he slowly went mad, as did all of the retainers and courtesans who attended him. At the last, gibbering and drooling, they destroyed themselves in a suicidal orgy of combat within the gruesome walls.
Lord Koart claims that the castle of skulls still stands somewhere along the rugged southern coast of the island, guarded by the spirits of those who died there (and perhaps by darker things as well). There has been a rumor that some of these darker things include a Lich who has set up a kingdom of the dead using the castle as his place of power."

Through the Gate to Moonshae


4 Monster Horse Skeletons
Int - Non, Align. - N., AC 6 (0 with barding) - Move: 12, HD 6, THAC0 15, NoAtt 3, Dam. 1d6, 1d6, 1d4 (Iron Spike Shod)
A 53              B 47                  C 42                   D 57

4 Death Knights
Int Genius, All. CE, AC 0, Move 12, HD 9d10, THAC0 8, Att. 2, Dam2d6+8 or 1d12+8, 75% MR, No turning, Rally Undead, Morale 17
generates fear in a 5-foot radius, and it can cast detect magic , detect invisibility, and wall of ice at will. Twice per day, it can cast dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun . It can also cast symbol of fear or symbol of pain once per day, as well as a 20-dice fireball once per day. All of its magical spells function at the 20th level of ability. A death knight cannot be turned, but it can be dispelled by holy word spell. It has the power over undead of a 6th-level evil priest. Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is reflected back at the caster (the magic resistance is rerolled each time a spell is cast at a death knight).
A 72 Bastard sword +3  (2d6+8)       B 69 Two-handed sword +4   

Revenites
Int-High, All. LE, AC 2, Move 15 (Fly30), HD 7+3, THAC0 13, Att. 1, Dam 1d8 (-1 level), +1 Weapon,
Revenite causes 1d8 damage, and also temporarily drains one life-energy level from the victim.  The level drain lasts until the victim undergoes complete bed rest for a full 24 hours.   If a victim is drained 2 levels, 48 hours of bed rest are required, 3 levels, 72 hours, etc

A 49        B 36        C 39         D 50        E 49            F 52         G 46         H 30

Nightmares
AC -4; MV 15"/36"; HD 6D8+6; HP 25; #AT 3; DMG 2-8/4-10(x2); SD
SEE BELOW; INT HIGHLY; AL NE; SIZE L; THAC0:13
GENERATES SMOKE CLOUD TO OBSCURE VISION (-2 TO HIT UNLESS SAVE VS MAGIC MADE):
FLY, ETHEREAL, & ASTRAL

Undead Beholder

CLIMATE/TERRAIN:
Any
FREQUENCY:
Very rare
ORGANIZATION:
Solitary
ACTIVITY CYCLE:
Any
DIET:
Nil
INTELLIGENCE:
Special
TREASURE:
E
ALIGNMENT:
Lawful evil


NO. APPEARING:
1
ARMOR CLASS:
0/2/7
MOVEMENT:
Fl 2 (C)
HIT DICE:
45-75 hp
THAC0:
45-49 hp:11

50-59 hp:9

60-69hp:7

70+ hp: 5
NO. OF ATTACKS:
1
DAMAGE/ATTACKS:
2-8
SPECIAL ATTACKS:
Magic
SPECIAL DEFENSES:
Anti-magic ray
MAGIC RESISTANCE:
Nil
SIZE:
L (4'-6' in diameter)
MORALE:
Fanatic (18)
XP VALUE:
13,0000


Death tyrants are rotting, mold-encrusted beholders. They may be shriveled, wounds exposing their internal, spherical networks of circular ribs, among the remnants of their exoskeletal plates. All sport wounds, some have eyestalks missing, or a milky film covering their eyes. They move and turn more slowly than living beholders, striking and bringing their eyes to bear last in any combat round. An undead beholder can use all the powers of its surviving eyes, just as it did in life. The powers of 2-5 eyes (select randomly, including the central eye) are lost due to injuries or death, and the change to undeath. Although a death tyrant "heals" its motive energies through time, it cannot regenerate lost eyestalks or their powers. Charm powers are lost in undeath. The two eyes that charmed either become useless (60%), or function as weak hold monster effects (40%). A being failing to save against such a hold remains held as long as the eye's gaze remains steadily focused on them. If the eye is turned on another being, or the victim hooded, or forcibly removed, the hold lasts another 1-3 rounds. Death tyrants are immune to sleep, charm and hold spells. If not controlled by another creature through magic, a death tyrant hangs motionless until its creator's instructions are fulfilled (for example, "Attack all humans who enter this chamber until they are destroyed or flee. Do not leave the chamber."). If no instructions are given to a "new" death tyrant, it attacks all living things it perceives. Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings -- from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren. Death tyrants have no self-awareness or social interaction; they are mindless servants of more powerful masters. "Mindless" is a relative term; the once highly intelligent brains of death tyrants still use eyes skillfully to perceive and attack nearby foes. When a death tyrant is controlled by another being, consider it to have the intelligence of its controller. Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions. "Rogue" death tyrants also exist: those whose instructions specifically enable them to ignore all controlling attempts. These are immune to the control attempts of all other beings. Beholders often leave them as traps against rivals. Human spell researchers report that control of a death tyrant is very difficult. A beholder's mind fluctuates wildly in the frequency and level of its mental activity, scrambling normal charm monster and control undead spells. A special spell must be devised to command a death tyrant.

Bone Golem

CLIMATE/TERRAIN: Any
FREQUENCY: V
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Non-(0)
TREASURE TYPE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 12
HIT DICE: 14 (70 hp)
THAC0: 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3d8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Fearless (20)
XP VALUE: 18,000

Description: Bone Golem The bone golem is built from the previously animated bones of skeletal undead. These horrors stand roughly 6 feet tall and weight between 50 and 60 pounds. They are seldom armored and can easily be mistaken for undead, much to the dismay of those who make this error. Combat: Bone golems are no more intelligent than other forms of golem, so they will not employ clever tactics or strategies in combat. Their great power, however, makes them far deadlier than they initially appear to be. There is a 95% chance that those not familiar with the true nature of their opponent will mistake them for simple undead. Bone golems attack with their surprisingly strong blows and sharp, claw-like fingers. Each successful hit inflicts 3-24 (3d8) points of damage. They can never be made to use weapons of any sort in melee. In addition to the common characteristics of all Ravenloft golems (described previously), bone golems take only half damage from those edged or piercing weapons that can harm them. Bone golems are immune to almost all spells, but can be laid low with the aid of a shatter spell that is focused on them and has the capacity to affect objects of their weight. If such a spell is cast at a bone golem, the golem is entitled to a saving throw vs. spells to negate it. Failure indicates that weapons able to harm the golem will now inflict twice the damage they normally would. Thus, edged weapons would do full damage while blunt ones would inflict double damage. Once every three rounds, the bone golem may throw back its head and issue a hideous laugh that causes all those who hear it to make fear and horror checks. Those who fail either check are paralyzed and cannot move for 2-12 rounds. Those who fail both checks are instantly stricken dead with fear. The body of a bone golem is assembled wholly from the bones of animated skeletons who have been defeated in combat. Any type of skeletal undead will do, but all must have been created and slain in the Demiplane of Dread. Only 10% of the bones from any given skeleton can be used, so the final product is the compilation of bones from many creatures. Often, there will be animal, monster, and human bones in the same golem, giving the creature a nightmarish appearance. The spells woven over the body must include animate dead, symbol of fear, binding, and wish. Background: Golems predate any known literature about their creation. The wizard who discovered the process, if indeed there was only one, is unknown. Some of the rediscoverers have written their secrets in various arcane manuals, enchanted to aid the reader in construction. It is thought that the first golem created was a flesh golem, possibly an accident of some great wizard experimenting with reanimating human bodies. Flesh golems are easier to make than any other sort because they are made of organic material that once lived. Later, the process was generalized to suit certain earthen materials, which produce much stronger golems. Theory: Golems are all made from elemental material. So far, the great wizards have only discovered how to use various earthen materials, such as clay, stone, iron, and even glass, to make golems. The exceptions, such as the flesh golem, use organic materials as components. The animating force of the golem is an elemental spirit from the elemental plane of Earth. Since the spirit is not a natural part of the body, it is not affected by most spells or even by most weapons (see individual descriptions). The process of creating the golem binds the unwilling spirit to the artificial body, and enslaves it to the will of the golem's creator. The nature of this spirit is unknown, and has so far eluded the grasp of all researchers. What is known is that it is hostile to all Prime Material plane life forms, especially toward the spell caster that bound it to the golem.

Dracolich
Creature
AC
HD
THAC0
Terrain
Climate
Att #
Damage
No App
SA
SD
MR
Size
Move
XP   
Activity   
Align   
Treasure   
INT   
Page   
Type   
Diet   
Morale   
Campaign   
Plane   
Source   
Remarks   
Notes   
Frequency   
Comments   
Organization   
Description   
Weighting
Dracolich  
 varies   
varies   
varies   
Special   
Any   
varies   
varies   
1   
Yes   
Yes   
0   
varies   
varies   
special   
Night   
E   
B, H, S, T   
varies   
MM 61   
Undead   
Special   
special   
General   
Prime Material       
undead evil dragon, generally retains original appearance except eyes float in shadowy sockets,
immune:    charm, sleep, enfeeblement, polymorph, cold, electricity, hold, insanity, death & symbols
cannot be turned,   
VR   
poisoned, or paralyzed, abilities based on former life adjusted per
MM 61   
Solitary       
3
The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon.
The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies. A dracolich retains the physical appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye sockets. Skeletal or semi-skeletal dracoliches have been observed on occasion. The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in darkness of fog) within a 10-foot radius per age category and also possesses a natural clairaudience ability while in its lair equal to a range of 20 feet per age category.
A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, a dracolich retains the intelligence and memory of its original form.

Combat:
Dracoliches are immune to charm, sleep, enfeeblement, polymorph, cold (magical or natural), electricity, hold, insanity, and death spells or symbols. They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, or from monsters of 6 or more Hit Dice have a chance of affecting dracoliches.
The Armor Class of a dracolich is equal to the Armor Class of its original form, bettered by -2 (for example, if the AC of the original form was -1, the AC of the dracolich is -3). Attacks on a dracolich, due to its magical nature, do not gain any attack or damage roll bonuses. Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its first battle, its morale rating permanently becomes Fearless (19 base); this assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich (for instance, a 16-HD dracolich must defeat an opponent or opponents of at least 16 total HD to receive the morale increase). Once a dracolich receives the morale increase, it becomes immune to magical fear as well.
The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; opponents must roll their saving throws vs. spell with a -1 penalty (in addition to any other relevant modifiers) to resist the dracolich's fear aura. The gaze of the dracolich's glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws (creatures of 6th level {or 6 Hit Dice}or higher gain a +3 bonus to their saving throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich.
The attack routine of a dracolich is similar to that of its original form; for example, a dracolich that was originally a green dragon will bring down a weak opponent with a series of physical attacks, but it will stalk more formidable opponents, attacking at an opportune moment with its breath weapon and spells. All physical attacks, such as clawing and biting, inflict the same damage as the dracolich's original form, plus 2d8 points of chilling damage.
A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds.
Immunity to cold damage, temporary or permanent, negates the chilling damage but not the paralyzation. Dracoliches cannot drain life levels. All dracoliches can attempt undead control (as per a potion of undead control) once every three days on any variety of undead with 60 yards. The undead's saving throws against this power suffer a -3 penalty; if the undead control is successful, it lasts for one turn only. While undead control is in use, the dracolich cannot use other spells. If the dracolich interrupts its undead control before it has been used for a full turn, the dracolich must still wait three days before the power can be used again.
If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host. If there is no corpse in range for it to possess, the spirit is trapped in the host until such a time -- if ever -- that a corpse becomes available. A dracolich is difficult to destroy. It can be destroyed outright by power word, kill or a similar spell. If its spirit is currently contained in its host, destroying the host when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dracolich spirit -- that is, a spirit with no body or host -- is unknown, but it is presumed that it is drawn to the lower planes.

Habitat/Society: The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon.


Necrophidus
Golem, Necrophidius and Scarecrow 


Necrophidius
CLIMATE/TERRAIN:
Any
FREQUENCY:
Very rare
ORGANIZATION:
Solitary
ACTIVITY CYCLE:
Any
DIET:
Nil
INTELLIGENCE:
Non- (0)
TREASURE:
Nil
ALIGNMENT:
Neutral
NO. APPEARING:
1
ARMOR CLASS:
2
MOVEMENT:
9
HIT DICE:
2
THAC0:
19
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
1-8
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
Nil
SIZE:
L (12' long)
MORALE:
Fearless (19-20)
XP VALUE:
270

The necrophidius and scarecrow are constructs like all other golems, but they are less powerful because of the magical shortcuts employed in their construction. Necrophidius The necrophidius, or "death worm," is built and animated for a single task, such as protection or assassination. It has the bleached-white skeleton of a giant snake, a fanged human skull, and constantly whirling, milk-white eyes. Its bones are warm to the touch. The necrophidius is odorless and absolutely silent; the skeleton makes no noise, even when slithering across a floor strewn with leaves. A necrophidius is constantly moving with a macabre grace. Combat:The necrophidius prefers to surprise opponents, and its silence imposes a -2 penalty to their surprise rolls. If the necrophidius is not surprised, it performs a macabre maneuver called the Dance of Death, a hypnotic swaying backed by minor magic. The Dance rivets the attention of anyone who observes it, unless a successful saving throw vs. spell is rolled. Intelligent victims are immobilized, as per the hypnotism spell. This allows the necrophidius to attack without opposition. Besides taking damage as indicated, a bitten victim must make a saving throw vs. spell or be paralyzed and unconscious for 1d4 turns. This effect can be cancelled only by dispel magic; neutralize poison is useless. This creature acts and reacts as if it had Intelligence 10. However, its mind is artificial, so mind influencing spells have no effect. The creature is immune to poison and requires no sleep or sustenance. It is not undead and cannot be turned.


Warrior  Skeleton

CLIMATE/TERRAIN:
Any
FREQUENCY:
Very rare
ORGANIZATION:
Solitary
ACTIVITY CYCLE:
Any
DIET:
Nil
INTELLIGENCE:
Exceptional (15-16)
TREASURE:
A
ALIGNMENT:
Neutral evil
NO. APPEARING:
1
ARMOR CLASS:
2
MOVEMENT:
6
HIT DICE:
9+2 to 9+12
THAC0:
11
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
By weapon (+3 to attack roll)
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
90%
SIZE:
M (6'-7' tall)
MORALE:
Champion (15)
XP VALUE:
4,000

Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. The sole reason that skeleton warriors remain on the Prime Material plane is to search for and recover the circlets that contain their souls. A skeletal warrior appears as a cracked and yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life. Combat:Anyone possessing a skeleton warrior's circlet can control its actions, so long as the controller remains within 240 feet of the warrior. The controller is either in active control of the warrior or in a passive mode. When in active control, the controller can see whatever the skeleton sees, and he can mentally command it to fight, search for treasure, or take any other actions; however, the controller himself is unable to cast spells, move, or take any other actions while in active control. When in the passive mode, the controller can take any normal actions, but he is unable to see through the warrior's eyes; the skeleton warrior remains inert while the controller is in passive mode. The controller can change between the passive mode and active control at will. The controller must have the warrior's circlet on his head in order to control the warrior. If the circlet is removed from the controller's head, he can no longer control the warrior; likewise, if the controller and the warrior are separated by more than 240 feet, the controller can no longer control the warrior. If the circlet remains in the controller's possession, he can resume control at a later time. But if the controller loses the circlet, either by accident or by a deliberate act, the warrior immediately proceeds toward the controller at twice its normal movement rate (12) to attack and destroy him. The warrior does not rest until it destroys its former controller or until control is re-established. If the warrior holds the circlet to its head, both the warrior and the circlet turn to dust, never to reappear. When a character first comes into possession of a circlet, he is unlikely to be aware that the skeleton warrior is tracking him, unless he recognizes the circlet's significance. To establish control for the first time, the character not only must hold the circlet to his head, he must be able to see the warrior and concentrate on the establishment of control for one round and then roll a successful Wisdom check; if he fails the Wisdom check, he can try again in subsequent rounds. Meanwhile, the skeleton warrior continues to approach, attempting to destroy the character and gain possession of the circlet. If his concentration is broken before control is established -- for instance, if he has to defend himself against an attack -- he must concentrate again for three rounds. Once control has been established for the first time, it can only be broken as indicated above. To be effective, the circlet cannot be worn with any other headgear; placing it in a helm, for instance, nullifies its powers, though the skeleton warrior is still aware of the circlet's presence. Skeleton warriors usually fight with two-handed swords, but they can use other weapons as well. Skeleton warriors make all weapon attacks with a +3 bonus to their attack roll; this is an innate ability, the weapon itself is not magical. Only magical weapons affect skeleton warriors. They have a 90% magical resistance. The mere sight of a skeleton warrior causes any creature with fewer than 5 Hit Dice to flee in panic. Skeleton warriors cannot be turned by priests. Habitat/Society:Skeleton warriors are usually found near the areas where they died in their former lives, or where they were buried. A skeleton warrior usually has a sizeable collection of treasure, the remnants of a lifetime of adventure. Since a skeleton warrior is preoccupied with recovering its circlet, protecting its treasure is not a priority. Ecology:Skeleton warriors are used by their controllers as bodyguards, servants, or workers. Since skeleton warriors are obsessed with their circlets and are therefore undependable, evil creatures and other undead seldom associate with them. Skeleton warriors do not eat, sleep, or perform any other physiological functions.

Headless Skeletons
Headless Skeleton 


Skeleton
CLIMATE/TERRAIN:
Any
FREQUENCY:
Rare
ORGANIZATION:
Band
ACTIVITY CYCLE:
Any
DIET:
Nil
INTELLIGENCE:
Non- (0)
TREASURE:
Nil
ALIGNMENT:
Neutral
NO. APPEARING:
3-30 (3d10)
ARMOR CLASS:
8
MOVEMENT:
12
HIT DICE:
1
THAC0:
20
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
1-6 (weapon)
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
See below
SIZE:
M (6' tall)
MORALE:
Special
XP VALUE:
65
A
It isn't hard to determine where the heads of all these skeletons went. The castle is built from them. These skeletons are not as powerful as other skeletons, but are turned as a normal skeleton. They are AC 8 and THAC0 20, but they do the normal amount of damage.

All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an animate dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Combat:Man-sized humanoid skeletons always fight with weapons, usually a rusty sword or spear. Because of their magical nature, they do not fight as well as living beings and inflict only 1-6 points of damage when they hit. Animal skeletons almost always bite for 1-4 points of damage, unless they would obviously inflict less (i.e., skeletal rats should inflict only 1-2 points, etc.). Monster skeletons, always constructed from humanoid creatures, use giant-sized weapons which inflict the same damage as their living counterparts but without any Strength bonuses. Skeletons are immune to all sleep, charm, and hold spells. Because they are assembled from bones, cold-based attacks also do skeletons no harm. The fact that they are mostly empty means that edged or piercing weapons (like swords, daggers, and spears) inflict only half damage when employed against skeletons. Blunt weapons, with larger heads designed to break and crush bones, cause normal damage against skeletons. Fire also does normal damage against skeletons. Holy water inflicts 2-8 points of damage per vial striking the skeleton. Skeletons are immune to fear spells and need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles. Habitat/Society:Skeletons have no social life or interesting habits. They can be found anywhere there is a wizard or priest powerful enough to make them. Note that some neutral priests of deities of the dead or dying often raise whole armies of animated followers in times of trouble. Good clerics can make skeletons only if the dead being has granted permission (either before or after death) and if the cleric's deity has given express permission to do so. Otherwise, violating the eternal rest of any being or animal is something most good deities disapprove of highly. Skeletons have almost no minds whatsoever, and can obey only the simplest one- or two-phrase orders from their creators. Skeletons fight in unorganized masses and tend to botch complex orders disastrously. It is not unheard of to find more than one type of skeleton (monsters with animals, animals with humans) working together to protect their master's dungeon or tower. Ecology: Unless the skeleton's remains are destroyed or scattered far apart, the skeleton can be created anew with the application of another animate dead spell. Rumors of high-level animate dead spells which create skeletons capable of reforming themselves to continue fighting after being destroyed have not been reliably comfirmed.

Zombies
ZOMBIE (x100); AC 8; MV 6"; HD 2D8; HP 8(x24), 16(x16), 11(x23), 6(x23),
12(x14); #AT 1; DMG 1-8; SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE
M; THAC0:16

Metal Skeletons



Copper Skeleton Bronze Skeleton Steel Skeleton Mythral Skeleton Krosnium Skeleton Gold Skeleton
CLIMATE/TERRAIN: Any Any Any Any Any Any
FREQUENCY: Very Rare Very rare Very rare Very rare Very rare Unique
ORGANIZATION: Band Band Band Team Team None
ACTIVITY CYCLE: Any Any Any Any Any Any
DIET: Nil Nil Nil Nil Nil Nil
INTELLIGENCE: Non- (0) Non- (0) Non- (0) Average Average High
TREASURE: Nil See below Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral Neutral Evil
NO. APPEARING: 3-12 (3d4) 2-12 (2d6) 1-6 1 1-3 1-4
ARMOR CLASS: 0 -2 -4 -10 -8 2
MOVEMENT: 12 12 12 18 16 12
HIT DICE: 5 6 8 12 10 6
THAC0: 15 14 12 6 8 14
NO. OF ATTACKS: 1 1 2 (L.Sword) 4 (L.Sword) 3 (L.Sword) 1
DAMAGE/ATTACK: 1d8 +1 1d8 +2 1d8+3 1d8+5 1d8+4 1d8+1
SPECIAL ATTACKS:

Electric Strike Electric Strike Electric Strike
SPECIAL DEFENSES: See below See below See below See below See below See below
MAGIC RESISTANCE: See below See below See below See below See below See below
SIZE: M (6' tall) M (6' tall) M (6' tall) M (6' tall) M (6' tall) M (6' tall)
MORALE: Special Special Special Special Special Special
XP VALUE: 965 1065 1650 2100 3200 5000

Metal skeletons are the hideous creations of the Lich.They are made by coating the prepared bones of a cursed victem and coating them weith metal. This metal coating combined with spells gives the skeletons their special properties. They also make them more difficult to turn. Some of them have received the minds of living men making them able to act with some intellegence. These creatures have no need for the Turning Protection amulets as the spell has been cast on them.
In most ways, they are like normal skeletons, but they are more powerful by far.
The gold version has the ability to direct other undead.
Those with electric strike do 2d6 of damage with each successful hit.
The Krosnium are the most feared as they are preternaturally fast.