House of Stone Dungeon Level 9

Rooms: - 1, 2, 3, 4, 5, 6 , 7, 8, 9 , 10, 11, 12 , 13, 14, 15 , 16, 17, 18 , 19, 20, 21 , 22, 23, 24 , 25, 26, 27 , 28, 29,
30, 31, 32 , 33, 34, 35 , 36, 37, 38 , 39, 40, 41 , 42, 43, 44 , 45, 46, 47 , 48, 49, 50 , 51, 52, 53 , 54

View Dungeon Map

Ruled by a Lich - Reatk Rolmph - The Recrient
Assisted by a Necromancer - Baskeidor
Spells of Demi-Lich:
1st Level - Cantrip - x2 - Detect Undead - x2 - Wall of Fog - x2
2nd Level - Displace Self - Glitterdust - Locate Object - Maximilian's Earthen Grasp - Sense Shifting - Spectral Hand -
3rd Level - Alternate Reality - Blink - Explosive Runes - Hold Undead - Lightning Bolt - Vampiric Touch -
4th Level - Contagion - Enervation - Fire Shield - Ice Storm - Mask of Death - Wizard Eye -
5th Level - Animate Dead - Bigby's Interposing Hand - Cone of Cold - Conjure Air Elemental - Magic Jar - Summon Shadow -
6th Level - Bigby's Forceful Hand - Death Fog - Death Spell - Otiluke's Freezing Sphere - Repulsion -
7th Level - Create Crypt Thing, Finger of Death - Control Undead - Create Undead -
8th Level - Abi-Dalzim's Horrid Wilting - Permanency - Screen - Symbol -
9th Level - Energy Drain - Gate - Wildfire -
 
 

Cantrips Used: 
  1. Bluelight  
  2. Bug  
  3. Candle  
  4. Change  
  5. Color  
  6. Colored 
  7. Lights 
  8. Creak  
  9. Dim  
  10. Footfall 
  11. Giggle  
  12. Groan  
  13. Haze  
  14. Mirth 
  15. Moan  
  16. Noise  
  17. Rattle  
  18. Ray of Light 
  19. Scratch  
  20. Smokepuff 
  21. Sneeze  
  22. Sparks  
  23. Tap  
  24. Twitch  
  25. Whistle  
  26. Yawn  
Notes on Use: 
Effects that affect people require a failed ST vs Spell or have no effect. Refs roll! 
The numbers in red on the level map indicate which of the effects to the left should be described. 
The letters in red show where traps and other special stuff are. 

A. Zombie Closet - The area contains 2d4+2 zombies per 10x10' square area. 
B. Trap! A large block of stone weighing 3500lbs descends from the ceiling. Room fills with sand at the rate of 10 cubic feet per turn. Lifting the stone requires a Bend bars roll /2. 
C. On either side of the passage there is a groove at 5' with gear-like notches. at the top of the stairs, a rod fits the grooves, and will roll out of it's hidden spot in the S. wall when the PCs step on the trigger at the "t". The rod spins because of the gear notches. It has 8 protruding blades that are 5' long and will hit a PC with a THAC0 of 8 due to the speed it travels down the passage (moves at 24). How many think to put something in the groove to stop it? 
D. Fiery or Watery Death? This room has a single door. In the middle of the E. wall there is a nice fountain of a marble womans face spitting water into a small basin. After the party enters the room will be locked by steel bars falling across the outside of the room. As soon as the door slams shut, the marble face of the fountain will fall away revealing Reatics face with the mouth open twice as wide as possible (like the mummies in The Mummy). The water from the fountain will turn into a torrent and the water level will rise at the rate of 1' per min. Nothing will open the door! When the water has reached 4', (the level of the spitting fountain face) the water stops and 6" of oil will be spilled onto the water from above. A Cantrip Contingency then performs a "Fire Finger" which creates a jet of flame (ever seen burning oil at sea?). Any sensible player will take a deep breath and dive. Very clever! After 2 minutes, many small holes will be opened on floor level and water level will begin to go down slowly (it takes 1 minute per 6" of water to drain. Now, they have a choice between drowning, burning by oil, or being boiled alive! 
E. A false door. 
F. A balsa door with spikes behind it that will due 1d4 of dam. per point rolled under the necessary roll. I.E. Krom needs a 12 or less to open a door. He rolls a 4. He takes 8d4 of dam.

This is an entre society that has as its one aim - to keep Lubikan the Demi-Lich happy. He has caused all of them to become undead and is absolute master of each and every one. He amuses himself simply by having the undead do whatever he wants. He stages races, dramas (mime of course), and combats for himself. His followers who still have minds left help him with these entertainments.

There are lots of undead about, but most of them don't communicate with others. None of the sekletons talk or could tell if the party has invaded. Only those with some autonomy will react the the presence of the party (other than to try and kill them of course).
Lower level undead encountered have 20% with Protection against Turning amulets. They provide a +4 to turning rolls.

In atmosphere, this level is much like the stone house. The litch in his time as a Rolmph made many "improvements" to the HOS, and this place has retained the same flavor. One of his favorite tricks is to cast a cantrip contingency, then a cantrip perm. This allows him to use the cantrips to make sounds and illusions that increase this atmosphere.

The stone work here is different from either the stone house or from the higher levels of the dungeon. All of the walls, floors and ceilings are polished and burnished to a blackly reflective, almost marble like finish. The original rooms have been enlarged and the process is continuing. Rooms 54 and 44 have construction underway to widen them into the shrinking rock

Skeleton Race Way:
Rooms 7, 8 and 15 are given over to skeleton races. The Lich enjoys having them do sport for his amusement. He also used to stage battles in this area until the body supply dried up. The many doors in this area are opened when the races begin.

The Gate
There is a gate in room 34.

The Litch is quartered in the SW area in rooms
2, Guard room, -15 More Guards ,- 35 Sitting Room - 54 Study Room , -48- Library - 52 Labratory

This level is crawling with undead. Most of them seem to be wandering around, but sometimes one will be encountered carrying something. They are around because the Lich likes having them. He considers them company and talks to them as if they could talk.

The stairway down ends in a corredor leading to 22 and 25. This level is 720' underground (about 300' below the previous level).
The stairs of of differeing height and there are more than 300 of them (319).

Roll an encounter every 3 turns. An encounter is indicated on a 1 on d6.

Encounter Chart

  1. Ghost
  2. Spectre
  3. Haunt
  4. Copper Skeleton
  5. Bronze Skeleton
  6. Humanoid Skeleton
  7. Phantom
  8. Animal Skeleton (beast of burden)
  9. Monster Skeleton (Firblogs and so on)
  10. Zombies (mostly skin on bones, little flesh)
  11. Steel Skeleton
  12. Humanoid Skeleton
  13. Haunt
  14. Red Skull Zombies
  15. Phantom
  16. Steel Skeleton
  17. Mythral Skeleton
  18. Krosnium Skeleton
  19. Gold Skeleton (Only Found with Lich or Wandering)
  20. Zombie Lords

Dungeon Rooms

Room - 1:
Door (west, 3 from north):wooden, strong, stuck, trapped [trap: pit trap (100 ft. deep) (CR5) (Find/Disable DC 29)]
Door (east, 2 from north):wooden, simple, stuck
Door (south, 3 from west):wooden, simple, stuck, up-sliding, trapped [trap: spell (Glyph of Warding) (Find/Disable DC 29)]
Door (north, 3 from west):wooden, strong, locked
Door (north, 1 from west):wooden, good, stuck

Features: wood (scraps), twine, bones (humanoid)

Room - 2:
Door (west, 2 from north):wooden, good, stuck

Features: tools, paint, kiln, balcony, fallen stones, cupboard

Room - 3:
Door (east, 3 from north):iron, free, trapped [trap: spell (Inflict Critical Wounds) (Find/Disable DC 29)]
Door (west, 1 from north):(concealed) iron, locked, behind tapestry
Door (north, 4 from west):wooden, simple, stuck

Features: clothing, backpack, chains, sack, trash (pile)

Room - 4:
Door (north, 3 from west):wooden, simple, stuck
Empty

Room - 5:
Door (west, 3 from north):(concealed) wooden, simple, free, behind tapestry
Door (east, 2 from north):wooden, simple, stuck
Door (west, 1 from north):stone, free
Door (south, 5 from west):wooden, simple, free
Door (south, 3 from west):wooden, good, free

Monsters:

A Haunt occupies this room.
Features:
candle - key - tray - divan - kiln

Trap:
air sucked out of room (CR5) (Find/Disable DC 29)

Room - 6:
Door (west, 1 from north):wooden, simple, Trapped
Features: scattered stones, cards (playing cards), chest, mound of rubble

Hidden Treasure (Search DC 29):
1,000 gold coins (1000 gp)
gemstone - banded eye agate (8 gp)

Trap:
Fiery or Watery Death? This room has a single door. In the middle of the E. wall there is a nice fountain of a marble womans face spitting water into a small basin. After the party enters the room will be locked by steel bars falling across the outside of the room. As soon as the door slams shut, the marble face of the fountain will fall away revealing Reatics face with the mouth open twice as wide as possible (like the mummies in The Mummy). The water from the fountain will turn into a torrent and the water level will rise at the rate of 1' per min. Nothing will open the door! When the water has reached 4', (the level of the spitting fountain face) the water stops and 6" of oil will be spilled onto the water from above. A Cantrip Contingency then performs a "Fire Finger" which creates a jet of flame (ever seen burning oil at sea?). Any sensible player will take a deep breath and dive. Very clever! After 2 minutes, many small holes will be opened on floor level and water level will begin to go down slowly (it takes 1 minute per 6" of water to drain. Now, they have a choice between drowning, burning by oil, or being boiled alive!
 

Room - 7:
Door (east, 7 from north):iron, locked
Door (west, 7 from north):(secret) passwall, magic word trigger
Door (east, 5 from north):stone, free, trapped [trap: spell (Imprisonment) (Find/Disable DC 29)]
Door (west, 5 from north):stone, free
Door (east, 3 from north):(concealed) wooden, good, stuck, behind rubbish
Door (west, 3 from north):iron, stuck
Door (east, 1 from north):(secret) rotating wall, push-brick trigger
Door (west, 1 from north):(concealed) false wall, stuck
Door (south, 2 from west):wooden, strong, stuck
Guarded by a Ghost.

Hidden Treasure (Search DC 29):
90,000 copper coins (900 gp)
black velvet mask with numerous citrines (80 gp),
scroll (arcane) - erase (25 gp)
potion: vision (150 gp)
wand of magic missile (1st-level caster) (39 charges) (750 gp)
wand of Melf's acid arrow (12 charges) (4500 gp)

Trap:
pit trap (80 ft. deep) (CR4) (Find/Disable DC 29)

Room - 8:
Door (east, 7 from north):wooden, simple, stuck
Door (west, 7 from north):wooden, simple, stuck
Door (east, 5 from north):wooden, good, stuck
Door (west, 5 from north):wooden, simple, free, trapped [trap: spiked pit trap (100 ft. deep) (CR6) (Find/Disable DC 29)]
Door (east, 3 from north):wooden, simple, free
Door (west, 3 from north):wooden, good, stuck
Door (east, 1 from north):(concealed) wooden, simple, stuck, behind rubbish
Door (west, 1 from north):wooden, good, stuck
Door (south, 3 from west):stone, stuck, side-sliding
Empty

Room - 9:
Door (east, 6 from north):wooden, strong, free
Door (west, 2 from north):wooden, simple, free
Door (north, 3 from west):iron, locked, trapped [trap: spell (Summon Monster V) (Find/Disable DC 29)]
Door (south, 2 from west):wooden, simple, stuck
Empty

Room - 10:
Door (east, 3 from north):wooden, simple, locked
Door (west, 3 from north):stone, locked, side-sliding
Door (south, 5 from west):(concealed) false wall, stuck
Door (north, 3 from west):wooden, good, locked
Door (north, 1 from west):wooden, good, locked, trapped [trap: falling block trap (CR5) (Find/Disable DC 29)]

Features:
books, drum, whetstone, statue

Room - 11:
Door (east, 1 from north):(concealed) iron, locked, behind tapestry
Door (west, 1 from north):wooden, simple, stuck, up-sliding

Features: spices, anvil, spike, ramp, workbench, brazier, relief

Room - 12:
Door (east, 3 from north):wooden, good, free, trapped [trap: electrified floor (CR4) (Find/Disable DC 29)]
Door (west, 3 from north):wooden, good, locked
Empty

Room - 13:
Door (west, 2 from north):wooden, good, locked
Door (north, 6 from west):wooden, simple, stuck, up-sliding, trapped [trap: falling block trap (CR5) (Find/Disable DC 29)]

Trap:
falling block trap (CR5) (Find/Disable DC 29)

Room - 14:
Door (east, 4 from north):wooden, good, stuck, trapped [trap: floor transforms into acid (CR6) (Find/Disable DC 29)]
Door (west, 4 from north):wooden, strong, free, down-sliding
Door (east, 2 from north):wooden, simple, locked
Door (west, 2 from north):wooden, good, free
Door (north, 1 from west):stone, stuck
Monsters:
A Phantom makes his home here.

Features:
Pipe (smoking pipe), ladder, sconce, rack

Room - 15:
Door (east, 6 from north):wooden, simple, free, side-sliding
Door (west, 6 from north):stone, free, trapped [trap: spell (Confusion) (Find/Disable DC 29)]
Door (east, 4 from north):wooden, simple, locked
Door (west, 4 from north):wooden, strong, locked
Door (east, 2 from north):wooden, strong, stuck
Door (west, 2 from north):(secret) side-sliding, gesture trigger, trapped [trap: pit trap (80 ft. deep) (CR4) (Find/Disable DC 29)]
Door (north, 4 from west):wooden, good, free
6 Spectres guard this room.

Hidden Treasure in Invisible Chest (Search DC 29):
1,200 gold coins (1200 gp)
gemstone - carnelian (20 gp)
gemstone - citrine (40 gp)
gemstone - bloodstone (60 gp)
gemstone - jet (110 gp)
wand of shocking grasp (23 charges) (750 gp)
scroll (divine-Meliki)
- shillelagh (Druid)
- barkskin Scroll (Druid) (175 gp)

Room - 16:
Door (east, 2 from north):iron, free, up-sliding, trapped [trap: globe of cold (CR4) (Find/Disable DC 29)]
Door (west, 1 from north):wooden, simple, stuck
Door (north, 2 from west):(concealed) wooden, good, stuck, behind rubbish

Monsters:

Treasure:
a peg-leg made of gilded wood and set with three large, cabochon-cut ovals of amber (400 gp)

Features: mold, skull, pole, gong

Room - 17:
Door (west, 1 from north):wooden, simple, free

Trap:
Zombie Closet

Room - 18:
Door (south, 7 from west):wooden, simple, free
Door (north, 7 from west):wooden, simple, free
Door (south, 5 from west):(secret) up-sliding, pressure-plate trigger
Door (north, 5 from west):wooden, strong, locked
Door (north, 3 from west):stone, free
Door (south, 1 from west):(concealed) wooden, simple, free, behind tapestry

Monsters:
5 Haunts are always found here .

Treasure:
1,600 gold coins (1600 gp)
gemstone - obsidian (11 gp)
gemstone - black opal (1300 gp)
gemstone - moonstone (50 gp)
gemstone - bloodstone (50 gp)

Room - 19:
Door (west, 4 from north):stone, locked
Door (east, 3 from north):(concealed) illusory wall
Empty

Room - 20:
Door (west, 3 from north):wooden, strong, free
Door (south, 2 from west):(secret) side-sliding, push-brick trigger
Door (north, 2 from west):wooden, strong, locked
Empty
Trapped: A large block of stone weighing 3500lbs descends from the ceiling. Room fills with sand at the rate of 10 cubic feet per turn. Lifting the stone requires a Bend bars roll /2.

Room - 21:
Door (east, 1 from north):iron, locked, trapped [trap: spell (Otiluke's Telekinetic Sphere) (Find/Disable DC 29)]
Door (south, 6 from west):stone, stuck, side-sliding, trapped [trap: spiked pit trap (80 ft. deep) (CR5) (Find/Disable DC 29)]
Door (north, 6 from west):wooden, good, locked
Door (south, 4 from west):(concealed) false wall, free
Door (north, 4 from west):wooden, good, stuck
Empty
Room is occupied by 8 Copper Skeletons.

Room - 22:
Door (south, 5 from west):iron, locked
Door (north, 2 from west):(concealed) false wall, stuck
Monsters:
Reatic has placed one of his most valuable Krosnium Skeletons here to guard his treasure.

Treasure:
160 lbs platinum bars (8000 gp)
a single electrum bracer worked in mock scales with four circular bosses about it, the center of each boss being a claw holding a small bloodstone (150 gp)
silver chalice with lapis lazuli gems (70 gp)
a quill pen case made of gold, held shut by a clasp, carved into the case is a scene of a scribe sitting on a stool amid stacks of parchment and writing in a tome (70 gp)
potion: aid blood colored (300 gp)
potion: reduce silvery like quicksilver (at 5th level) (250 gp)
scroll (Mage) - Continual Darkness (l3, cl5) (375 gp)
2 potions: cure moderate wounds deep purple milky(300 gp)

Room - 23:
Door (east, 1 from north):(secret) passwall, gesture trigger
Monsters:
dire lion (4)

Treasure:
36 platinum coins (360 gp)
a ring of carved and beaten gold in curlicue designs, showing a mock beast claw holding a large spherical aquamarine (900 gp)
gemstone - carnelian (30 gp)

Features:
cobwebs, sound (unexplained), iron bars, altar

Room - 24:
Door (north, 5 from west):wooden, good, locked
Empty

Room - 25:
Door (east, 7 from north):wooden, good, free
Door (west, 5 from north):wooden, simple, stuck
Door (south, 2 from west):wooden, good, stuck
Door (north, 2 from west):wooden, simple, stuck
Empty

Room - 26:
Door (west, 6 from north):wooden, simple, locked, trapped [trap: spiked pit trap (100 ft. deep) (CR6) (Find/Disable DC 29)]

Monsters:

Treasure:
7,000 silver coins (700 gp)
gemstone - malachite (10 gp)
gemstone - blue sapphire (1000 gp)
gemstone - malachite (7 gp)
gemstone - violet garnet (600 gp)
gemstone - obsidian (11 gp)
gemstone - pink pearl (110 gp)
gemstone - violet garnet (500 gp)
gemstone - fiery yellow corundum (1100 gp)
scroll (divine) - cure light wounds (l1, cl1) - detect chaos (l1, cl1) (50 gp)

Features: engraving, stuffed beast, tub, throne, bed

Room - 27:
Door (east, 4 from north):wooden, simple, locked
Door (west, 4 from north):iron, locked, side-sliding

Hidden Treasure (Search DC 29):
1,200 gold coins (1200 gp)

Trap:
globe of cold (CR4) (Find/Disable DC 29)

Room - 28:
Door (east, 2 from north):wooden, strong, locked

Monsters:

Treasure:
500 gold coins (500 gp)
gemstone - moss agate (7 gp)
gemstone - carnelian (80 gp)
gemstone - amber (80 gp)
gemstone - white opal (1000 gp)
gemstone - blue quartz (11 gp)
gemstone - violet garnet (500 gp)
gemstone - jasper iolite (60 gp)

Features: ash, corpse (adventurer), chair, fireplace, wardrobe

Room - 29:
Door (west, 5 from north):stone, locked
Door (south, 8 from west):wooden, good, free, trapped [trap: pit trap (80 ft. deep) (CR4) (Find/Disable DC 29)]

Features:
lantern, door (broken), hole (blasted in N. wall center)

Room - 30:
Door (east, 5 from north):iron, locked, down-sliding
Door (west, 5 from north):wooden, simple, stuck

Monsters:

Treasure:
23,200 gold coins (23200 gp)
gemstone - fire opal (600 gp)
gemstone - alexandrite (300 gp)
gemstone - violet garnet (300 gp)
gemstone - jade (90 gp)

Room - 31:
Door (south, 4 from west):iron, free, trapped [trap: pit trap (80 ft. deep) (CR4) (Find/Disable DC 29)]
Monsters:
The 18 Steel Skeletons will never let anyone enter this room. They will swarm after any living thing that opens the door.

Treasure:
jeweled electrum ring (2000 gp)
gemstone - bloodstone (70 gp)
gemstone - golden yellow topaz (700 gp)
gemstone - red-brown spinel (110 gp)
scroll (arcane) - misdirection (l2, cl3) - Tenser's floating disk (l1, cl1) (175 gp)

Features: drum, books, stool

Room - 32:
Door (west, 5 from north):wooden, strong, stuck
Door (east, 4 from north):wooden, simple, locked
Door (south, 7 from west):wooden, strong, stuck, magically reinforced
Door (north, 1 from west):stone, stuck

Monsters:
spectre (1)

Treasure:
350 gold coins (350 gp)
gemstone - aquamarine (500 gp)
silver comb with moonstones (500 gp)
potion: spider climb (50 gp)

Features:
backpack, throne

Room - 33:
Door (east, 4 from north):stone, locked, trapped [trap: spiked pit trap (60 ft. deep) (CR4) (Find/Disable DC 29)]
Monsters:
young adult black dragon

Treasure:
17,600 gold coins (17600 gp)
a jewel coffer of chased silver, depicting wooded scenes with birds in branches on back and sides, the top is graced by an engraving of a maiden combing her hair while looking into a pool at her reflection (80 gp)
silver comb with moonstones (900 gp)
gemstone - peridot (40 gp)
gemstone - tiger eye turquoise (12 gp)
gemstone - sardonyx (30 gp)
gemstone - banded eye agate (11 gp)

Room - 34:
Door (west, 4 from north):wooden, simple, stuck, side-sliding
Door (east, 2 from north):wooden, simple, locked
Door (south, 3 from west):wooden, good, stuck
Door (north, 3 from west):wooden, simple, locked
Door (north, 1 from west):(concealed) iron, locked, behind tapestry

Gate
This gate is the way the Lich has sustained himself for so long. It is one of the few remaining 2 way gates in the dungeon. It leads to the Castle of Skulls on the island of Gwennth near the city of Corwell.

The area is guarded by The 2 Zombie Lords that live here will never allow the gate to be used by intruders. There is one located on each side of the gate. If anything living enters the area, they will throw a skull through the gate to summon the Lord from the other side. The Zombie Lords are allowed to maintain some pomp. This side of the gate is considered the lesser realm of the two and this is used by the Lich to keep the two at each others throats and out of his hair. The will cooperate fully under attack no matter how much they hate each other. There are always at least a dozen zombies and skeletons here to take orders from the Lords. (1d3+3d4 skeletons, 1d3+3d4 zombies).

Features: Ivory throne, Purple tapestries all around.

This room is heavily guarded as it is important to the Lich to provide a place to get the materials he needs (mostly dead bodies).

Room - 35:
Door (south, 1 from west):wooden, good, locked

Monsters:
This room is protected from intruders by 6 Mythral Skeletons.

Treasure:
10,400 gold coins (10400 gp)
gemstone - golden yellow topaz (400 gp)
gemstone - deep blue spinel (800 gp)
gemstone - white opal (900 gp)
gemstone - obsidian (8 gp)
gemstone - banded eye agate (12 gp)
gemstone - tourmaline (140 gp)
gemstone - red spinel (120 gp)
gold dragon comb with red garnet eye (600 gp)
a peg-leg made of gilded wood and set with three large, cabochon-cut ovals of amber (500 gp)
gold-plated corkscrew with a bloodstone set into each tip of the handle
a golden ball, dimpled from use but still brightly polished, 3-inch-diameter sphere of solid gold (60 gp)
gold-plated corkscrew with a bloodstone set into each tip of the handle
a golden ball, dimpled from use but still brightly polished, 3-inch-diameter sphere of solid gold (70 gp)

Room - 36:
Door (east, 2 from north):(concealed) wooden, simple, free, behind tapestry

Monsters:

Treasure:
450 platinum coins (4500 gp)
potion: hiding (150 gp)

Room - 37:
Door (south, 1 from west):stone, stuck, trapped [trap: pit trap (100 ft. deep) (CR5) (Find/Disable DC 29)]

Monsters: Zombie Closet trap!

Treasure:
1,500 gold coins (1500 gp)
a pendant consisting of a fire opal with a gilded, fine, twisted-link neck chain (1300 gp)
a bracelet made of 46 tiny white pearls strung together on gilded wire, fastened with a clever hook and loop clasp (2000 gp)
an anklet made of 12 tiny plates of gold linked with gilded wire and fastened by a hook and eye, from each wire loop save the fastening depends a wire-mounted gem, 11 in all, as follows: 4 white pearls, 6 violet garnets, 1 deep blue spinel (500 gp)
scroll (Read Magic) - displacement (l3, cl5) (375 gp)

Features: skull, cracks, tapestry

Room - 38:
Door (north, 2 from west):(concealed) wooden, strong, locked, behind rubbish
Empty

Room - 39:
Door (south, 4 from west):wooden, simple, stuck
Door (north, 3 from west):wooden, strong, locked, trapped [trap: pit trap (80 ft. deep) (CR4) (Find/Disable DC 29)]

Monsters:
 

Treasure:
1,600 gold coins (1600 gp) 2300 SP
a coffer, 6' x 1' x 2', with gold hinges and catch, made of carved ivory worked into a beveled top, with a battle scene covering the sides and top (100 gp)
a scroll tube, carved in ivory with gold-plated metal end caps
a large bowl made of chased and pierced gold, worked in the design of leaping dragons and spear-armed warriors (20 gp)
a statuette in solid gold of a flowing-haired maiden riding a rearing unicorn (60 gp)
a peg-leg made of gilded wood and set with three large, cabochon-cut ovals of amber (100 gp)
a half-mask of black velvet backed by leather, its lower edge trimmed with tiny teardrop citrines. There are 16 small citrines and six 6 slightly larger gems (1100 gp)
gemstone - golden yellow topaz (600 gp)
gemstone - rock crystal (40 gp)
gemstone - smoky quartz (80 gp)
gemstone - chysoprase (40 gp)
gemstone - onyx (40 gp)
gemstone - deep blue spinel (300 gp)
gemstone - lapis lazuli (11 gp)
gemstone - peridot (50 gp)
gemstone - black pearl (500 gp)
scroll (arcane) - tongues (l3, cl5) (375 gp)

Room - 40:
Door (south, 2 from west):wooden, simple, stuck
Features: keg, bones (nonhumanoid), rack, throne

Room - 41:
Door (west, 4 from north):(secret) passwall, gesture trigger
Empty

Room - 42:
Door (east, 5 from north):wooden, good, free
Monsters:

Treasure:
800 gold coins (800 gp)
gemstone - black pearl (400 gp)
a ring of red gold, beaten into a long knuckle-coil to resemble a miniature snake coiling about the wearer's finger, with two tiny rubies set into its head as eyes (400 gp)

Features:
mysterious stain, tapestry, rack

Room - 43:
Door (south, 1 from west): (secret) down-sliding, gesture trigger

Monsters:

Treasure:
160 gold coins (160 gp)
cloth of gold vestments (130 gp)
gemstone - violet garnet (700 gp)

Room - 44:
Door (west, 2 from north):(concealed) false wall, stuck
Features: lantern, mold, table (large), gong, furniture (broken)
The eastern wall of this room is being widened. A party of 30 skeletons are the work crew. They use tools created by the Liches "Conjure Item" spell to hack clumsely at the rock. The pieces are picked up and stacked along the west wall to be disintegrated by the Lich. These workers will attack anyone living who enters the room!

Room - 45:
Door (south, 5 from west):wooden, strong, stuck
Empty

Room - 46:
Door (east, 2 from north):(concealed) false wall, free
Empty

Room - 47:
Door (west, 5 from north):wooden, strong, stuck

Monsters:

Treasure:
750 gold coins (750 gp)
wand of cure serious wounds (14 charges) (11250 gp)

Features:
twine, crate, wardrobe

Room - 48:
Door (west, 1 from north):(secret) side-sliding, gesture trigger
Lich Library
This is where the lich will normally be. Demi-Lich - Reatk Rolmph
Reatic has prepared an escape route. In the SE corner there is a vertical hole. There are handholds in the sides, which one uses to climb up. Three of these handholds has some poison needles in it. He knows which handholds are trapped and avoids them. Give each pursuing PC a 50% chance to set of the trap.
If PCs slow down to check each handhold before putting their hands in it, the lich will drop a flask flaming oil down the tube.

Room - 49:
Door (south, 3 from west):wooden, good, free
Monsters:

Treasure:
2,600 silver coins (260 gp)

Features:
sack, dishes, trough, mound of rubble, crate

Room - 50:
Door (west, 1 from north):iron, free
Features: pillows, slime, cold spot, belt, catwalk, wardrobe, tripod

Room - 51:
Door (south, 4 from west):wooden, strong, stuck
Features: nest (animal), divan

Room - 52:
Door (east, 1 from north):wooden, strong, locked
Monsters:
This area is full of spell ingredients that have been gathered by the lich when he travels. It is the place where he does his experiments and has the apparatus that he used to transform himself into lich form.
The room is guarded by 2 Gold Skeletons.

Treasure:
240 gold coins (240 gp)
gemstone - blue star sapphire (1000 gp)
+1 light-emitting arrows (50) (2350 gp)

Book of Prolific Potions:
Has instructions and spells necessary to create the potions below:
Lt. Wounds
Prot. From Good
Charm Other
Disguise
Levitate

Features: urn, branding iron, cupboard, iron bars, hole (blasted), spinning wheel

Room - 53:
Door (north, 1 from west):wooden, simple, stuck
Features: sound (unexplained), lantern, bucket, pool, ledge, shrine, fountain

Room - 54:
Door (south, 1 from west):(concealed) wooden, simple, stuck, behind tapestry, trapped [trap: floor transforms into acid (CR6) (Find/Disable DC 29)]
Features: clothing, twine, dust, altar
The eastern wall of this room is being widened. There are 30 skeletons here breaking rock and piling it in the front of the room to be disintegrated by the Lich. They will attak any who enter!

Monsters of 9th Level


Skeleton
SKELETON.gif
 


Skeleton Animal Monster
CLIMATE/TERRAIN: Any Any Any
FREQUENCY: Rare Very rare Very rare
ORGANIZATION: Band Band Band
ACTIVITY CYCLE: Any Any Any
DIET: Nil Nil Nil
INTELLIGENCE: Non- (0) Non- (0) Non- (0)
TREASURE: Nil See below Nil
ALIGNMENT: Neutral Neutral Neutral
NO. APPEARING: 3-30 (3d10) 2-20 (2d10) 1-6
ARMOR CLASS: 7 8 6
MOVEMENT: 12 6 12
HIT DICE: 1 1-1 6
THAC0: 19 20 15
NO. OF ATTACKS: 1 1 1
DAMAGE/ATTACK: 1-6 (weapon) 1- 4 Special
SPECIAL ATTACKS: Nil Nil Nil
SPECIAL DEFENSES: See below See below See below
MAGIC RESISTANCE: See below See below See below
SIZE: M (6' tall) S-M (3'- 5') L-H (7'-15')
MORALE: Special Special Special
XP VALUE: 65 65 650
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.
Index
 

Metal Skeletons

These are skeletons that have been magicall altered. The surface of the bones of these skeleton has been fused with metal. The type of metal determines the abilities of the creature that results when it is put back together again. They are closely tied to the Negative Mat. Plane. They are quite dangerous as the metal not only makes them harder to hit, have more HP. The metal also makes them immune to many spells.

They call their level the Eternal Kingdom


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.

Lich
LICH1.gif
 


Lich Demilich
CLIMATE/TERRAIN: Any Any
FREQUENCY: Very rare Very rare
ORGANIZATION: Solitary Solitary
ACTIVITY CYCLE: Night See below
DIET: Nil Nil
INTELLIGENCE: Supra-genius (19-20) Supra-genius (19-20)
TREASURE: A Z
ALIGNMENT: Any evil Any evil
NO. APPEARING: 1 1
ARMOR CLASS: 0 See below
MOVEMENT: 6 See below
HIT DICE: 11+ See below
THAC0: 9 9
NO. OF ATTACKS: 1 See below
DAMAGE/ATTACK: 1-10 See below
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: +1 or better magical  See below

weapon to hit
MAGIC RESISTANCE: Nil See below
SIZE: M (6' tall) M (6' tall)
MORALE: Fanatic (17-18) Fanatic (17-18)
XP VALUE: 8,000 10,000
The lich is, perhaps, the single most powerful form of undead known to exist. They seek to further their own power at all costs and have little or no interest in the affairs of the living, except where those affairs interfere with their own.
A lich greatly resembles a wight or mummy, being gaunt and skeletal in form. The creature's eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. The lich can see with normal vision in even the darkest of environments but is unaffected by even the brightest light. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. They were originally wizards of at least 18th level.
Liches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. In either case, the clothes will be tattered and rotting with a 25% chance of being magical in some way.
Combat: Although a lich will seldom engage in actual melee combat with those it considers enemies, it is more than capable of holding its own when forced into battle.
The aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds.
Should the lich elect to touch a living creature, its aura of absolute cold will inflict 1-10 points of damage. Further, the victim must save vs. paralysis or be utterly unable to move. This paralysis lasts until dispelled in some manner.
Liches can themselves be hit only by weapons of at least +1, by magical spells, or by monsters with 6 or more Hit Dice and/or magical properties. The magical nature of the lich and its undead state make it utterly immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, or death spells. Priests of at least 8th level can attempt to turn a lich, as can paladins of no less than 10th level.
A lich is able to employ spells just as it did in life. It still requires the use of its spell books, magical components, and similar objects. It is important to note that most, if not all, liches have had a great deal of time in which to research and create new magical spells and objects. Thus, adventurers should be prepared to face magic the likes of which they have never seen before when stalking a lich. In addition, liches are able to use any magical objects which they might possess just as if they were still alive.
Defeating a lich in combat is difficult indeed, but managing to actually destroy the creature is harder still. In all cases, a lich will protect itself from annihilation with the creation of a phylactery in which it stores its life force. This is similar to a magic jar spell. In order to ensure the final destruction of a lich, its body must be wholly annihilated and its phylactery must be sought out and destroyed in some manner. Since the lich will always take great care to see to it that its phylactery is well hidden and protected this can be an undertaking fully as daunting as the defeat of the lich in its physical form.
Habitat/Society: Liches are usually solitary creatures. They have cast aside their places as living beings by choice and now want as little to do with the world of men as possible. From time to time, however, a lich's interest in the world at large may be reawakened by some great event of personal importance.
A lich will make its home in some ominous fortified area, often a strong keep or vast subterranean crypt.
When a lich does decide to become involved with the world beyond its lair, its keen intelligence makes it a dangerous adversary. In some cases, a lich will depend on its magical powers to accomplish its goals. If this is not sufficient, however, the lich is quite capable of animating a force of undead troops to act on its behalf. If such is the case, the lich's endless patience and cunning more than make up for the inherent disadvantages of the lesser forms of undead which it commands.
Although the lich has no interest in good or evil as we understand it, the creature will do whatever it must to further its own causes. Since it feels that the living are of little importance, the lich is often viewed as evil by those who encounter it. In rare cases, liches of a most unusual nature can be found which are of any alignment.
The lich can exist for centuries without change. Its will drives it onward to master new magics and harness mystical powers not available to it in its previous life. So obsessed does the monster become with its quest for power that it often forgets its former existence utterly. Few liches call themselves by their old names when the years have drained the last vestiges of their humanity from them. Instead, they often adopt pseudonyms like “the Black Hand” or “the Forgotten King.” Learning the true name of a lich is rumored to confer power over the creature.
Ecology: The lich is not a thing of this world. Although it was once a living creature, it has entered into an unnatural existence.
In order to become a lich, the wizard must prepare its phylactery by the use of the enchant an item, magic jar, permanency and reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the wizard. Once this object is created, the would-be lich must craft a potion of extreme toxicity, which is then enchanted with the following spells: wraithform, permanency, cone of cold, feign death, and animate dead . When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A system shock survival throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead.
Demilich
The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. In most cases, all that remains of a demilich's body are a skull, some bones, and a pile of dust.
When it has learned all that it feels it can in its undead life, the lich will continue its quest for power in strange planes unknown to even the wisest of sages. Since it has no use for its physical body at this point, the lich leaves it to decay as it should have done centuries ago.
If the final resting place of a demilich's remains are entered, the dust which was once its body will rise up and assume a man-like shape. In the case of the oldest demiliches (25%), the shape will advance and threaten, but dissipate without attacking in 3 rounds unless attacked. Younger demiliches (75%) still retain a link to their remains, however, and will form with the powers of a wraith. This dust form cannot be turned. In addition, it can store energy from attacks and use this power to engage its foes. If the dust form is attacked, each point of damage which is delivered to it is converted to an energy point. Since the demilich will fall back and seem to suffer injury from each attack (though none is actually inflicted), its attackers are likely to press on in their attempts to destroy it. Once the demilich has acquired 50 energy points, it will assume a manifestation which looks much like the lich's earlier undead form and has the powers and abilities of a ghost, but which cannot be turned.
If anyone touches the skull it will rise into the air and turn to face the most powerful of the intruders (a spell user will be chosen over a non-spell user). Instantly, it unleashes a howl which acts as a death ray, affecting all creatures within a 20' radius of the skull. Those who fail to save vs. death are permanently dead.
On the next round, the demilich will employ another manner of attack. In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. The physical body of someone hit with the demilich's spell collapses and rots away in a single round. Once it has drained the life essence from the most powerful member of the party, the skull sinks back to the floor. If it continues to be challenged, the demilich can repeat this attack until all of its gems are filled. An amulet of life protection will prevail over the gem, but the character's body will perish regardless.
In addition to the attacks mentioned above, a demilich can also pronounce a powerful curse on those who disturb it. These can be so mighty as to include: always being hit by one's enemies, never making a saving throw, or the inability to acquire new experience points. Demilich curses can be overcome with a remove curse , but the victim loses one point of charisma permanently when the curse is removed.
The skull of a demilich is Armor Class -6 and has 50 hit points. It can be affected by spells in only a few ways: a forget spell will cause it to sink down without attacking (either by howling or draining a soul), a dispel evil will do 5-8 (1d4+4) points of damage to it, a shatter spell will inflict 3-18 (3d6) points of damage to it, a holy word pronounced against it will deliver 5-30 (5d6) points of damage, and a power word kill spell cast by an ethereal or astral wizard will cause the skull to shatter (destroying it).
Most weapons will be unable to harm the skull of a demilich, but there are exceptions. A fighter or ranger with a vorpal sword, sword of sharpness, sword +5, or vorpal weapon can inflict normal damage on the skull, as can a paladin with a vorpal or +4 weapon. Further, any character with a +4 or better weapon or a mace of disruption can inflict 1 point of damage to the skull each time he strikes it.
Upon the destruction of the skull, those who have been trapped inside the gems must make a saving throw vs. spell. Those who fail are lost forever, having been consumed by the demilich to power its magical nature. If the character survives, the gem glows with a faint inner light, and true seeing will reveal a tiny figure trapped within. If the throw is made the soul can be freed by simply crushing the gem. A new body must be within 10 yards for the soul to enter or it will be lost. Such a body might be a clone or simulacrum . (See spells of those names.)
If the fragments of the destroyed skull are not destroyed by immersion in holy water and the casting of a dispel magic the demilich will reform in 1-10 days.
Archlich
From time to time, sages have heard rumors of liches having alignments other than evil, and even lawful good liches apparently have existed. There have even been reports of priests who, in extreme circumstances, have become liches. These reports have recently been verified, but the archlich is as rare as Roc's teeth.
 

Retic Rolmph 

The history of this lich would make any adventure novel seem tame. He has been everywhere (most outer planes and 8 planets), done everything (dish washer for 5 years paying for his mage schooling to 35 years as advisor to King Borsric on Greld). He realized in his 65th year that he had only a handfull of years of awareness left to him. "This won't do" he said to himself and began frantic research into lichdom. 
 

Personal Information

Name: Retic Rolmph Player: HOS Level 9 Monster
Race: Human Gender: Ex-Male Height: 6'4" Age: 16
Class: Necromancer Level: 20 Weight: 109 lbs
XP: 3,750,000 Alignment: Lawful Evil
Next Level: 4,125,000 Kit: Necromancer




Ability Scores

Str: 9 Stamina: 9 Weight Allowance: 35 lbs
Bend Bars/Lift Gates: 1% 


Muscle: 9 Attack Adj.: +0
Damage Adj.: +0 
Max. Press: 90 lbs 
Open Doors: 5 
Dex: 11 Aim: 9 Missile Adjustment: +0
Pick Pockets: -15% 
Open Locks: -10% 


Balance: 13 Reaction Adjustment: +0
Armor Class: +0 
Move Silently: +0% 
Climb Walls: +0% 
Con: 11 Health: 13 System Shock: 85%
Poison Save: +0 


Fitness: 9 Hit Point Adjustment: +0
Resurrection Chance: 70% 
Int: 21 Reason: 20 Max. Spell Level: 9th
Max. Spells Per Level: All 
Illusion Immunity: 2nd Level


Knowledge: 22 Bonus Proficiencies: 11
Chance to Learn New Spell: 98% 
Wis: 20 Intuition: 20 Bonus Clerical Spells: 3, 3, 2, 2, 0, 0, 0
Clerical Spell Failure Chance: 0% 


Willpower: 20 Magic Defense Adjustment: +4
Spell Immunity: Class 2 
Cha: 9 Leadership: 9 Loyalty Base: +0
Maximum Number of Henchmen: 4 


Appearance: 9 Initial Reaction Adjustment: +0




Saving Throws

Paralyzation: 5 Poison: 5 Death Magic: 5 Petrification: 2 Polymorph: 2
Rod: 0 Staff: 0 Wand: 0 Breath Weapon: 4 Spell: 1




Combat

Hit Points:
30 
Base THAC0:
14 
Melee THAC0:
14 
Missile THAC0:
14 


Armor

Natural armor class
10 
Full armor, spiked leather +4
-3 
Magic Armor adj.
-4 
FINAL:


Weapon Proficiencies

Dagger


Non-Weapon Proficiencies

Native Languages

Human - Regional dialect




Weapons


THAC0 Attacks/ Speed Damage

Range (-2) (-5)
Weapon  Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger +2, Longtooth
12 
12 
1d6+2 
1d8+2 




Class Abilities
Necromancer
    Automatic spells - Gains one free spell every time the mage gains a new level of spells. 
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality. 
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school (Necromantic). 
    Learning bonus - +15% bonus to learning any spell in the chosen school. 
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. 
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower. 
    Saving throw bonus - +1 bonus on saves against spells in their chosen school. 
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Greater Divination, Invocation/Evocation, Necromancy 
Inventory





  • Items Readied 
    • Dagger +2, Longtooth 
  • Spellbooks 
    • Spellbook 1 
      • Read Magic (2) 
      • Detect Secret Passages and Portals (4) 
      • Wall of Fog (4) 
      • Protection from Good (2) 
      • Spider Climb (5) 
      • Metamorphose Liquids (5) 
      • Erase (6) 
      • Detect Phase (5) 
      • Detect Undead. (1) 
      • Affect Normal Fires (5) 
      • Armor (1) 
      • Ray of Fatigue (3) 
      • Hold Portal (3) 
      • Gaze Reflection (3) 
      • Protection from Vermin (3) 
      • Unseen Servant (5) 
      • Enlarge (5) 
      • Identify (5) 
      • Copy (2) 
      • Cantrip (1) 
      • Protection From Paralysis (5) 
      • ESP (4) 
      • Displace Self (4) 
      • Protection From Cantrips (4) 
      • Moon Rune (5) 
      • Strength (4) 
    • Spellbook 3 
      • Clairaudience (8) 
      • Flame Arrow (8) 
      • Bone Club (6) 
      • Spirit Armor (8) 
      • Feign Death (7) 
      • Vampiric Touch (7) 
      • Hold Undead (7) 
      • Wizard Eye (9) 
      • There/Not There (5) 
      • Ultravision (4) 
      • Dig (7) 
      • Ice Storm (9) 
      • Fire Shield (9) 
      • Magic Mirror (5) 
    • Spellbook 5 
      • Improved Blink (8) 
      • Monster Summoning III (8) 
      • Summon Shadow (8) 
      • Legend Lore (11) 
      • Wildstrike (10) 
      • Invisible Stalker (11) 
      • Otiluke's Freezing Sphere (8) 
      • Dimensional Blade (11) 
      • Ensnarement (6) 
      • Reincarnation (11) 
    • Spellbook 8 
      • Prismatic Sphere (9) 
      • Sphere of Ultimate Destruction (10) 
      • Astral Spell (14) 
      • Wildfire (12) 
      • Bigby's Crushing Hand (14) 
      • Gate (13) Spellbook 
      • Symbol (10) 
      • Permanency (9) 
      • Serten's Spell Immunity (9) 
      • Energy Drain (12) 
      • Shape Change (12) 
      • Freedom (11) 
      • Monster Summoning VII (11) 
      • Meteor Swarm (9) 
      • Imprisonment (11) 
Summon Undead - Create Undead - 
Control Undead - Create Higher Undead - 
Undead Servents - Create Ghost - 
Disintegration - Conjure Item - 
Conjure Ingredient - All Cantrips - 
Cantrip Perm. - 
Cantrip Contingency Trigger. 

Spellbook 2 

      • Stinking Cloud (6) 
      • Glitterdust (3) 
      • Locate Object (2) 
      • Magic Mouth (6) 
      • Maximilian's Earthen Grasp (5) 
      • Sense Shifting (5) 
      • Fool's Gold (7) 
      • Spectral Hand (2) 
      • Blink (4) 
      • Lesser Sign of Sealing (5) 
      • Babble (8) 
      • Explosive Runes (8) 
      • Secret Page (3) 
      • Summon Undead (8) 
      • Leomund's Tiny Hut (6) 
      • Delude (7) 
      • Lightning Bolt (8) 
      • Squaring the Circle (6) 
    • Spellbook 4 
      • Remove Curse (9) 
      • Contagion (9) 
      • Enervation (8) 
      • Mask of Death (9) 
      • Animal Growth (8) 
      • Bigby's Interposing Hand (5) 
      • Magic Jar (10) 
      • Animate Dead (10) 
      • Airy Water (8) 
      • Cone of Cold (10) 
      • Conjure Air Elemental (8) 
    • Spellbook 6 
      • Death Spell (10) 
      • Transmute Water to Dust (9) 
      • Death Fog (11) 
      • Dilation II (6) 
      • Globe of Invulnerability (7) 
      • Repulsion (9) 
      • Bigby's Forceful Hand (11) 
      • Bloodstone's Spectral Steed (6) 
      • Bigby's Grasping Hand (9) 
      • Hornung's Surge Selector (8) 
      • Delayed Blast Fireball (10) 
    • Spellbook 7 
      • Spell Turning (8) 
      • Drawmij's Instant Summons (7) 
      • Phase Door (9) 
      • Monster Summoning V (8) 
      • Bloodstone's Frightful Joining (11) 
      • Destroy Crypt Thing (10) 
      • Banishment (12) 
      • Finger of Death (12) 
      • Intensify Summoning (11) 
      • Statue (7) 
      • Create Undead 
    • Spellbook 9 
      • Screen (8) 
      • Hornung's Random Dispatcher (10) 
      • Mind Blank (13) 
      • Power Word, Blind (13) 
      • Iron Body (10) 
      • Abi-Dalzim's Horrid Wilting (11) 
      • Greater Sign of Sealing (9) 
      • Heart of Stone (13) 
      • Clone (10) 
      • Transmute Bone to Steel (9)
Items Worn 
    • Backpack 
      • Candle x2 
      • Dry rations (1 week) 
      • Flint and steel 
      • Oil of Elemental Invulnerability (Fire) 
      • Oil, Greek fire (flask) 
      • Scroll of Protection from Gas 
      • Torch x2 
      • Wand of Fear 
      • Wineskin 
    • Belt pouch, small 
    • Breeches 
    • Cloak of Protection +5 
    • Full armor, spiked leather +4 
    • Knife sheath 
    • Shirt 
  • Spending Money 
    • * Copper Pieces x3 
    • * Gold Pieces x20,035 
    • * Silver Pieces x9 


Disadvantages
Phobia: Death - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe. 



Summon Undead - Create Undead - Control Undead - Create Higher Undead - Undead Servents - Create Ghost - Disintegration - Conjure Item - Conjure Ingredient - All Cantrips - Cantrip Perm. - Cantrip Contingency Trigger.
 



Movement and Encumbrance

Encumbrance:
Unencumbered 
Light 
Moderate 
Heavy 
Severe 
Weight (lbs):
0-40 
41-50 
51-65 
66-80 
81-90 
Movement:
12 
THAC0:

-1 
-2 
-4 
AC:


+1 
+3 
Currently carrying 16.40 pounds (None Encumbrance, 12 Movement)





Spells

Class  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Necromancer
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: All
Wizard Chance to Learn New Spell: 98% Maximum Wizard Spell Level: 9th




Spells Memorized
  • Necromancer 
    • 1st Level 
      • Cantrip x2 
      • Detect Undead x2 
      • Wall of Fog x2 
    • 2nd Level 
      • Displace Self 
      • Glitterdust 
      • Locate Object 
      • Maximilian's Earthen Grasp 
      • Sense Shifting 
      • Spectral Hand 
    • 3rd Level 
      • Alternate Reality 
      • Blink  
      • Explosive Runes 
      • Hold Undead 
      • Lightning Bolt 
      • Vampiric Touch 
    • 4th Level 
      • Contagion 
      • Enervation 
      • Fire Shield 
      • Ice Storm 
      • Mask of Death 
      • Wizard Eye 

5th Level 
      • Animate Dead 
      • Bigby's Interposing Hand 
      • Cone of Cold 
      • Conjure Air Elemental 
      • Magic Jar 
      • Summon Shadow 
    • 6th Level 
      • Bigby's Forceful Hand 
      • Death Fog 
      • Death Spell 
      • Otiluke's Freezing Sphere 
      • Repulsion 
    • 7th Level 
      • Create Crypt Thing 
      • Finger of Death 
      • Control Undead 
      • Create Undead 
    • 8th Level 
      • Abi-Dalzim's Horrid Wilting 
      • Permanency 
      • Screen  
      • Symbol  
    • 9th Level 
      • Energy Drain 
      • Gate  
      • Wildfire 





Spells Known

Spell  Time  Range  Area of Effect  Components 
1st Level 
Affect Normal Fires 1 5 yds/lvl 10 ft radius V, S, M
Armor 1 rd Touch 1 creature V, S, M
Cantrip 1 10 ft Special V, S, M
Chill Touch 1 0 The caster V, S
Copy 1 rnd Special One object
Detect Phase 1 0 10 x 60 ft V, S
Detect Secret Passages and Portals 1 0 10 x 10 ft area/lvl V, S
Detect Undead 1 rd 0 60 ft + 10 ft/lvl V, S, M
Enlarge 1 5 yds/lvl 1 creature or object V, S, M
Erase 1 30 yds 1 scroll or 2 pages V, S, M
Gaze Reflection 1 0 Special V, S
Hold Portal 1 20 yds/lvl 20 sq ft/lvl V
Identify Special 0 1 item/lvl V, S, M
Metamorphose Liquids 1 rd Touch 1'-cube/lvl V, S, M
Murdock's Feathery Flyer 1 0 The caster V, S, M
Protection from Good 1 Touch Creature Touched V, S, M
Protection from Vermin 1 Touch Creature touched V, S, M
Ray of Fatigue 1 10 yds + 5 yds/lvl 1 creature V, S
Read Magic 1 rd 0 Special V, S, M
Spider Climb 1 Touch Creature touched V, S, M
Unseen Servant 1 0 30-ft radius V, S, M
Wall of Fog 1 30 yds 20 ft cube + 10 ft cube/lvl V, S, M
2nd Level 
Displace Self 2 0 The caster V, M
ESP 2 0 5 yds/lvl (90 yds max) V, S, M
Fool's Gold 1 rd 10 yds 10 cubic inches/lvl V, S, M
Glitterdust 2 10 yds/lvl 20 ft cube V, S, M
Locate Object 2 0 20 yds/lvl V, S, M
Magic Mouth 2 10 yds 1 object V, S, M
Maximilian's Earthen Grasp 2 10 yds + 10 yds/lvl One creature V, S, M
Moon Rune 2 0 Up to 1 sq ft V, S, M
Protection From Cantrips 1 rd Touch Creature or object touched V, S
Protection From Paralysis 2 Touch One creature V, S, M
Sense Shifting 2 0 The caster V, S, M
Spectral Hand 2 30 yds + 5 yds/lvl 1 opponent V, S
Stinking Cloud 2 30 yds 20-ft cube V, S, M
Strength 1 turn Touch Person touched V, S, M
3rd Level 
Alternate Reality 3 0 Creature touched V, S, M
Babble 0 30-ft radius V, M
Blink 1 0 The caster V, S
Bone Club 1 rnd 0 One bone V, M
Clairaudience 3 Unlimited 60-ft radius V, S, M
Delude 3 0 30-ft radius V, S
Explosive Runes 3 Touch 10-ft radius V, S
Feign Death 1 Touch Creature touched V, S
Flame Arrow 3 30 yds + 10 yds/lvl Special V, S, M
Hold Undead 60 ft 1d3 undead V, S, M
Leomund's Tiny Hut 3 0 15-ft-diameter sphere V, S, M
Lesser Sign of Sealing 1 turn 0 One Portal S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Secret Page 1 turn Alteration 1 page, up to 2 ft sq V, S, M
Spirit Armor 3 0 The caster V, S
Squaring the Circle 2 0 Special V, S, M
Vampiric Touch 3 0 The caster V, S
4th Level 
Contagion 4 30 yds 1 creature V, S
Dig 4 30 yds 5-ft cube/lvl V, S, M
Enervation 4 10 yds/lvl 1 creature V, S
Fire Shield 4 0 The caster V, S, M
Ice Storm 4 10 yds/lvl 20 or 40 ft radius V, S, M
Magic Mirror 1 hr Touch Special V, S, M
Mask of Death 1 rd Touch One creature V, S, M
Remove Curse 4 Touch  Special V, S
There/Not There 1 rd 30 yds 10' cube V, S, M
Ultravision 1 rd Touch Creature touched V, S, M
Wizard Eye 1 turn 0 Special V, S, M
5th Level 
Airy Water 1 turn 0 10-ft radius sphere or 15-ft radius hemisphere V, S, M
Animal Growth 5 60 yds Up to 8 animals in a 20-ft cube/lvl V, S, M
Animate Dead 5 rds 10 yds Special V, S, M
Bigby's Interposing Hand 5 10 yds/lvl Special V, S, M
Cone of Cold 5 0 Special V, S, M
Conjure Air Elemental 1 turn 60 yds Special V, S, M
Improved Blink 1 0 The caster V, S
Magic Jar 1 rd 10 yds/lvl 1 creature V, S, M
Teleport 5 Special Special V
Summon Shadow 5 10 yds 10-ft cube V, S, M
6th Level 
Arrow of Bone 6 0 1 missile V, S, M
Bigby's Forceful Hand 6 10 yds/lvl Special V, S, M
Bloodstone's Spectral Steed 1 rd 10 yds Special V, S, M
Death Fog 6 30 yds Two 10-ft cubes cubes/lvl V, S, M
Death Spell 6 10 yds/lvl 30-ft cube/lvl V, S, M
Dilation II 5 0 Special V
Dimensional Blade 3 0 1 object V, S
Ensnarement 1 turn 10 yds Special V, S, M
Globe of Invulnerability 1 rd 0 5-ft radius V, S, M
Invisible Stalker 1 rd 10 yds Special V, S, M
Legend Lore Special 0 Special V, S, M
Otiluke's Freezing Sphere 6 Special Special V, S, M
Repulsion 6 0 10 ft/lvl x 10 ft V, S, M
Transmute Water to Dust 5 60 yds 10-ft cube/lvl V, S, M
Wildstrike 6 30 yds One creature V, S, M
7th Level 
Banishment 7 20 yds 60-ft radius V, S, M
Bigby's Grasping Hand 7 10 yds/lvl Special V, S, M
Bloodstone's Frightful Joining 7 Touch One undead creature V, S
Bone to Steel 7 90' One Creature or object V, S
Create Crypt Thing 1 rd Touch 1 corpse V, S
Delayed Blast Fireball 7 100 yds + 10 yds/lvl 20-ft radius V, S, M
Destroy Crypt Thing 1 rd Touch 1 corpse V, S
Drawmij's Instant Summons 1 Infinite + special 1 small object V, S, M
Finger of Death 5 60 yds 1 creature V, S
Hornung's Surge Selector 1 rd 0 The caster V, S, M
Intensify Summoning 6 Special Special V, S, M
Monster Summoning V Special 70-yd radius V, S, M
Phase Door 7 Touch Special V
Spell Turning 7 0 The caster V, S, M
Statue 7 Touch Creature touched V, S, M
8th Level 
Abi-Dalzim's Horrid Wilting 8 20 yds/lvl 30-ft cube V, S, M
Airboat 1 rd 1 mile Special V, S
Clone 1 turn Touch 1 clone V, S, M
Heart of Stone 1 day 0 The caster V, S, M
Homunculus Shield 3 0 The caster V, S, M
Hornung's Random Dispatcher 2 30 yds One creature V
Iron Body 8 0 The caster V, S, M
Mind Blank 1 30 yds 1 creature V, S
Permanency 2 rds Special Special V, S
Power Word, Blind 1 5 yds/lvl 15-ft radius V
Screen 1 turn 0 30-ft cube/lvl V, S
Serten's Spell Immunity 1 rd/recipent Touch Creature(s) touched V, S, M
Symbol 8 Touch Special V, S, M
9th Level 
Astral Spell 9 Touch Special V, S
Bigby's Crushing Hand 9 5 yds/lvl Special V, S, M
Energy Drain 3 Touch 1 creature V, S, M
Freedom 9 Touch 1 creature V, S
Gate 9 30 yds Special V, S
Imprisonment 9 Touch 1 creature V, S
Meteor Swarm 9 40 yds + 10 yds/lvl Special V, S
Monster Summoning VII 9 Special 90-yd radius V, S, M
Prismatic Sphere 7 0 10-ft radius V
Shape Change 9 0 The caster V, S, M
Sphere of Ultimate Destruction 9 5 yds/lvl Creates a sphere V, S, M
Wail of the Banshee 9 0 30-ft-radius sphere V, S, M
Wildfire 1 0 Variable V

Baskeidor

This Mage is the assistant of the Lich. He has the same obsession: to live forever. Although he is repelled by what he sees in the Lich, he is convinced that he can make the transition without the "side effects" he sees in Rolmph. He has already learned much in the 13 years since he moved to the 9th Level to begin his apprenticeship. He spends much time off at the other end of the external gate
 
 



Personal Information

Name: Baskeidor Player: 
Race: Human Gender: Male Height: 6'5" Age: 58
Class: Necromancer Level: 11 Weight: 171 lbs
XP: 375,000 Alignment: Lawful Evil
Next Level: 750,000 Kit: Academician (CRE)




Ability Scores

Str: 11 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%


Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 9 Missile Adjustment: +0 Pick Pockets: -15% Open Locks: -10%


Reaction Adjustment: +0 Armor Class: +0 Move Silently: -20% Climb Walls: -10%
Con: 11 System Shock: 75% Poison Save: +0


Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None


Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%


Magic Defense Adjustment: +4 Spell Immunity: None
Cha: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4


Initial Reaction Adjustment: +0




Saving Throws

Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 11 Polymorph: 11
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 13 Spell: 10




Combat

Hit Points: 27
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 17


Armor

Natural armor class 10
Full armor, spiked leather +2 -3
Magic Armor adj. -2
FINAL: 5


Weapon Proficiencies

Dagger
Knife


Non-Weapon Proficiencies

Ancient History 16
Artistic Proficiency 18
Astrology 17
Etiquette 9
Heraldry 17
Herbalism 15
Local History 9
Spellcraft 15
Ancient Languages 17

Githzerai
Modern Languages 17

Brownie, Common
Native Languages

Human - Regional dialect
Reading/Writing 17

Brownie




Weapons


THAC0 Attacks/ Speed Damage

Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger of venom +2 16 16 1 2 1d4+1 1d3+1 P S 2 4 6
Knife, stiletto 17 17 1 2 1d2 1d2 P/S S 2 3 4




Class Abilities
Necromancer 
    Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell 
they cast. 
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality. 
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a 
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells. 
    Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells. 
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic. 
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower. 
    Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus 
to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws. 
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Greater Divination, Invocation/Evocation, Necromancy





Inventory
  • Items Readied 
    • Dagger of venom 
  • Items Stored 
    • Spell Book


  • Spellbook 1
    • Read Magic (6) 
    • Tenser's Floating Disc (4) 
    • Murdock's Feathery Flyer (2) 
    • Unseen Servant (4) 
    • Detect Magic (1) 
    • Detect Undead (6) 
    • Mending (1) 
    • Spider Climb (1) 
    • Lasting Breath (4) 
    • Shield (5) 
    • Shocking Grasp (1) 
    • Cat's Grace (4) 
    • Fool's Gold (2) 
    • Flaming Sphere (2) 
    • Past Life (3) 
    • Sense Shifting (7) 
    • Stinking Cloud (7) 
    • Moon Rune (6) 
    • Spectral Hand (7) 
    • Item (5) 
    • Wind Wall (8) 
    • Secret Page (4) 
    • Vampiric Touch (3)
    • Leomund's Tiny Hut (4)
  • Spellbook 2
    • Slow (7) 
    • Flame Arrow (7) 
    • Alacrity (4) 
    • Wall of Water (7) 
    • Phantom Steed (6) 
    • Spirit Armor (6) 
    • Feign Death (6) 
    • Enervation (4) 
    • Dimension Door (5) 
    • Fire Trap (8) 
    • Divination Enhancement (9) 
    • Dig (7) 
    • Wall of Fire (6) 
    • Summon Lycanthrope (6) 
    • Turn Pebble to Boulder (5) 
    • Contagion (4) 
  • Spellbook 3
    • Conjure Water Elemental (5) 
    • Mordenkainen's Private Sanctum (10) 
    • Monster Summoning III (8) 
    • Invisibility (4)
    • Fabricate (10) 
    • Rusting Grasp (9) 
    • Shrink Animal (10) 
    • Von Gasik's Refusal (7)
    • Animate Dead (5)
    • Backpack 
      • Cursed Scroll 
      • Flint and steel 
      • Paper (per sheet) 
      • Philter of Love 
      • Rations,standard (1 week) 
      • Signal whistle 
      • Torch x3 
      • Wineskin 
      • Winter blanket 
      • Knife, stiletto
      • Writing ink (per vial) 
  • Spending Money 
    • * Copper Pieces x9 
    • * Gold Pieces x2,785 

    • * Silver Pieces x2 





    Movement and Encumbrance

    Encumbrance: Unencumbered Light Moderate Heavy Severe
    Weight (lbs): 0-40 41-58 59-76 77-96 97-110
    Movement: 12 8 6 4 1
    THAC0:

    -1 -2 -4
    AC:


    +1 +3
    Currently carrying 32.91 pounds (None Encumbrance, 12 Movement)





    Spells

    Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    Necromancer 5 5 5 4 4



    Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 14
    Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 8th





    Spells Known

    Spell Time Range Area of Effect Components
    1st Level
    Cantrip 1 10 ft Special V, S, M
    Chill Touch 1 0 The caster V, S
    Detect Magic 1 0 10 x 60 ft V, S
    Detect Undead 1 rd 0 60 ft + 10 ft/lvl V, S, M
    Lasting Breath 5 yds/lvl one creature/lvl V, S
    Mending 1 30 yds 1 object V, S, M
    Murdock's Feathery Flyer 1 0 The caster V, S, M
    Ray of Fatigue 1 10 yds + 5 yds/lvl 1 creature V, S
    Read Magic 1 rd 0 Special V, S, M
    Shield 1 0 Special V, S, M
    Shocking Grasp 1 Touch Creature V, S
    Spider Climb 1 Touch Creature touched V, S, M
    Tenser's Floating Disc 1 20 yds Special V, S, M
    Unseen Servant 1 0 30-ft radius V, S, M
    2nd Level
    Cat's Grace 2 Touch Creature touched V, S, M
    Flaming Sphere 2 10 yds 3-ft radius V, S, M
    Fool's Gold 1 rd 10 yds 10 cubic inches/lvl V, S, M
    Invisibility Special Touch Creature touched V, S, M
    Moon Rune 2 0 Up to 1 sq ft V, S, M
    Past Life 1 rd Touch One creature V, S
    Sense Shifting 2 0 The caster V, S, M
    Spectral Hand 2 30 yds + 5 yds/lvl 1 opponent V, S
    Stinking Cloud 2 30 yds 20-ft cube V, S, M
    3rd Level
    Alacrity 1 0 The caster V, S, M
    Feign Death 1 Touch Creature touched V, S
    Flame Arrow 3 30 yds + 10 yds/lvl Special V, S, M
    Fly 3 Creature Creature
    Hold Undead 60 ft 1d3 undead V, S, M
    Item 3 Touch 2 cubic ft/lvl V, S, M
    Leomund's Tiny Hut 3 0 15-ft-diameter sphere V, S, M
    Phantom Steed 1 turn Touch Special V, S
    Secret Page 1 turn Alteration 1 page, up to 2 ft sq V, S, M
    Slow 3 90 yds + 10 yds/lvl 40-ft cube, 1 creature/lvl V, S, M
    Spirit Armor 3 0 The caster V, S
    Vampiric Touch 3 0 The caster V, S
    Wall of Water 3 30 yds Special V, S, M
    Wind Wall 3 10 yds/lvl Wall, 10 x 5 ft/lvl, 2 ft wide V, S, M
    4th Level
    Contagion 4 30 yds 1 creature V, S
    Dig 4 30 yds 5-ft cube/lvl V, S, M
    Dimension Door 1 0 The caster V
    Divination Enhancement 4 0 The caster V
    Enervation 4 10 yds/lvl 1 creature V, S
    Fire Trap 1 turn Touch Object touched V, S, M
    Summon Lycanthrope 1 turn Special One creature V, S, M
    Turn Pebble to Boulder 4 Touch Special V, S, M
    Wall of Fire 4 60 yds Special V, S, M
    5th Level
    Animate Dead 5 rds 10 yds Special V, S, M
    Cantrip Permanaency 1 Hour 0 Object Touched V, S
    Conjure Water Elemental 1 turn 60 yds Special V, S, M
    Fabricate Special 5 yds/lvl 1 cubic yd/lvl V, S, M
    Magic Jar 1 rd 10 yds/lvl 1 creature V, S, M
    Monster Summoning III 5 Special 50-yd radius V, S, M
    Mordenkainen's Private Sanctum 2 turns 0 One room V, S, M
    Rusting Grasp 5 0 The caster V, S, M
    Shrink Animal 5 60 yds Up to 8 animals in a 20-ft cube/lvl V, S, M
    Teleport 5 Person Special V, S, M
    Von Gasik's Refusal 5 10 yds/lvl 20-ft-sq/lvl V, S, M


    Spells Memorized
    • Necromancer 
      • 1st Level 
        • Detect Undead x2 
        • Mending 
        • Ray of Fatigue 
        • Tenser's Floating Disc 
      • 2nd Level 
        • Invisibility x2
        • Moon Rune 
        • Sense Shifting 
        • Spectral Hand 
      • 3rd Level 
        • Hold Undead 
        • Item 
        • Spirit Armor 
        • Vampiric Touch 
        • Wall of Water 
      • 4th Level 
        • Contagion 
        • Dimension Door 
        • Divination Enhancement 
        • Enervation 
      • 5th Level 
        • Animate Dead 
        • Magic Jar 
        • Mordenkainen's Private Sanctum 
        • Rusting Grasp 

     

    Non-Weapon Proficiencies

    Ancient History 16
    Artistic Proficiency 18
    Astrology 17
    Etiquette 9
    Heraldry 17
    Herbalism 15
    Local History 9
    Spellcraft 15
    Ancient Languages 17

    Githzerai
    Modern Languages 17

    Common
    Native Languages

    Human - Regional dialect
    Reading/Writing 17

    Brownie

     

    Lord Zombie





    CLIMATE/TERRAIN: Any
    FREQUENCY: V
    ORGANIZATION: Solitary
    ACTIVITY CYCLE: Night
    DIET: Carrion
    INTELLIGENCE: Average)(8-10)
    TREASURE TYPE: A
    ALIGNMENT: Neutral evil
    NO. APPEARING: 1
    ARMOR CLASS: 6
    MOVEMENT: 6
    HIT DICE: 6
    THAC0: 15
    NO. OF ATTACKS: 2
    DAMAGE/ATTACK: 2-8/2-8
    SPECIAL ATTACKS: See below
    SPECIAL DEFENSES: Spell immunity
    MAGIC RESISTANCE: Nil
    SIZE: M (6')
    MORALE: Average (8-10)
    XP VALUE: 650

    Description: Zombie Lord The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. They are formed on rare occasions as the result of a raise dead spell gone awry. Zombie lords look as they did in life, save that their skin has turned to the pale grey of death, and their flesh is rotting and decaying. The odor of vile corruption and rotting meat hangs about them, and carrion feeding insects often buzz about them to dine on the bits of flesh and ichor that drop from their bodies. The zombie lords can speak those languages they knew in life and they seem to have a telepathic or mystical ability to converse freely with the living dead. Further, they can speak with dead merely by touching a corpse. Zombie lords are turned as vampires. When forced into combat, it relies on the great strength of its two crushing fists. The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 30 yards, he must save vs. poison or be affected in some way. The following results are possible:
    1d6 Roll Effect
    1 Weakness (as the spell).
    2 Cause disease (as the spell).
    3 -1 point of Constitution.
    4 Contagion (as the spell).
    5 Character unable to act for 1d4 rounds due to nausea and vomiting.
    6 Character dies instantly and becomes a zombie under control of the zombie lord.
    All zombies within sight of the zombie lord are subject to its mental instructions. Further, the creature can use the senses of any zombie within a mile of it to learn all that is happening within a very large area. Once per day, the zombie lord can animate dead to transform dead creatures into zombies. This works as described in the Player's Handbook except that it can be used on the living. Any living creature with fewer Hit Dice than the zombie lord can be attacked in this manner. A target who fails a saving throw vs. death is slain. In 1d4 rounds, the slain creature rises as a zombie under the zombie lord's command. Zombie lords seek out places of death as lairs. Often, they live in old graveyards or on the site of a tremendous battle -- any place there may be bodies to animate and feast upon. The mind of the zombie lord tends to focus on death and the creation of more undead. The regions around their lairs are often littered with the decaying bodies, half eaten, of those who have tried to confront the foul beast. The zombie lord comes into being by chance, and only under certain conditions which have been discovered by the Lich in his experiments. First, an evil human must die at the hand of an undead creatures. Second, an attempt to raise the character must be made. Third, the corpse must fail its resurrection survival roll. Fourth and last, a deity of evil must show "favor" to the deceased, and curse him or her with the "gift of eternal life." Within one week of the raise attempt, the corpse awakens as a zombie lord. Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests. The condition of the corpse is not changed by the animating spell. If the body was missing a limb, the zombie created from it would be missing the same limb.

    Steel 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: 3
    MOVEMENT: 12
    HIT DICE: 1
    THAC0: 19
    NO. OF ATTACKS: 1
    DAMAGE/ATTACK: 1-6 (weapon)
    SPECIAL ATTACKS: Nil
    SPECIAL DEFENSES:1/2 Damage
    MAGIC RESISTANCE: See below
    SIZE: M (6' tall)
    MORALE: Special
    XP VALUE: 65
    A

    Zombie, Red Skull
    CLIMATE/TERRAIN: Any
    FREQUENCY: Very rare
    ORGANIZATION: Pack
    ACTIVITY CYCLE: Night
    DIET: Carrion
    INTELLIGENCE: Low (5-7)
    TREASURE: B
    ALIGNMENT: Lawful evil
    NO. OF APPEARING: 1-6
    ARMOR CLASS: 8
    MOVE: 9
    HIT DICE: 2+3
    THAC0: 17
    NO. OF ATTACKS: 1
    DAMAGE/ATTACK: 1-6
    SPECIAL ATTACKS: Dust of Death
    SPECIAL DEFENSES: Nil
    MAGIC RESISTANCE: See below
    SIZE: M (6’ tall)
    MORAL: Average (8-10)
    XP VALUE: 270
    Red skull zombies look like humans with shriveled red skin. The most noticeable thing about them is that their heads are shriveled to the point where only a red skull remains.

    COMBAT: These strange creatures attack by pummeling their opponents. Also, once every 5 rounds, a red skull zombie may breathe the " Dust of Death " on an opponent. If the opponent fails their save vs. breath weapon, they will take on the appearance of a red skull zombie, and die in 1-4 rounds, and arise a week later as a red skull zombie. Casting ** cure disease ** will prevent death, or if the character is already dead, stop them from arising as a red skull zombie. Red skull zombies are not undead, and are not affected by priests attempts to turn them, or by holy water. However, they can be slain by a ** cure disease ** spell.

    HABITAT: Red skull zombies live in loosely organized packs. They were originally created by a mage’s experiment, and now reproduce by using the " Dust of Death " on humanoids.

    ECOLOGY: Red skull zombies have no natural enemies, but fight as a way of " life ".
     

    Ghost
     
     



    CLIMATE/TERRAIN: Any
    FREQUENCY: Very rare
    ORGANIZATION: Solitary
    ACTIVE TIME: Night
    DIET: None
    INTELLIGENCE: Highly (13-14)
    TREASURE: E, S
    ALIGNMENT: Lawful evil
    NO. APPEARING: 1
    ARMOR CLASS: 0 or 8 (see below)
    MOVEMENT: 9
    HIT DICE: 10
    THAC0: 11
    NO. OF ATTACKS: 1
    DAMAGE/ATTACK: Age 10-40 years
    SPECIAL ATTACKS: See below
    SPECIAL DEFENSES: See below
    MAGIC RESISTANCE: Nil
    SIZE: M (5'-6' tall)
    MORALE: Special
    XP VALUE: 7,000
    GHOST.gif
    Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the living essences from the living.
    Combat: As ghosts are non-corporeal (ethereal), they are usually encountered only by creatures in a like state, although they can be seen by non-ethereal creatures. The supernatural power of a ghost is such, however, that the mere sight of one causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws.
    Any creatures within 60 yards of a ghost is subject to attack by magic jar. If the ghost fails to magic jar its chosen victim, it will then semi-materialize in order to attack by touch (in which case the ghost is Armor Class 0). Semi-materialized ghosts can be struck only by silver (half damage) or magical weapons (full damage). If they strike an opponent it ages him 10-40 (1d4x10) years. Note that ghosts can be attacked with spells only by creatures who are in an ethereal state. Any human or demi-human killed by a ghost is drained of its life essence and is forever dead.
    If the ghost fails to become semi-material it can only be combatted by another in the Ethereal plane (in which case the ghost has an Armor Class of 8).
    Ghosts can be turned by clerics after reaching 7th level and can be damaged by holy water while in their semi-material form.
    Habitat/Society: In most cases, a ghost is confined to a small physical area, which the ghost haunts. Those who have heard stories of a haunted area can thus attempt to avoid it for their own safety.
    A ghost often has a specific purpose in its haunting, sometimes trying to "get even" for something that happened during the ghost's life. Thus a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor.
    Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.
    In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship.
    In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender.
    Ecology: The dreadful fear caused by the ghost, which ages a victim 10 years, is not well understood by the common man, who often ascribes it to the fact that a ghost is "dead." If this were the case, then certainly skeletons and zombies would have the same effect, which they do not.
    Common folklore further confuses this fact by relating details of the ghost's physical form: the classic example of which is the headless horseman, thought by many to be particularly frightening simply because he had no head. Under this belief, one could face a ghost if only one had the courage to stand up to him. Such a mistaken impression has cost many lives over the years. Actually, the fear is caused by the supernatural power of the ghost, and has nothing whatsoever to do with courage.
    Index
    Spectre
     
     



    CLIMATE/TERRAIN: Desolate dungeons and ruins
    FREQUENCY: Rare
    ORGANIZATION: Solitary
    ACTIVITY CYCLE: Darkness and night
    DIET: Nil
    INTELLIGENCE: High (13-14)
    TREASURE: Q(x3), X, Y
    ALIGNMENT: Lawful evil
    NO. APPEARING: 1-6
    ARMOR CLASS: 2
    MOVEMENT: 15, Fl 30 (B)
    HIT DICE: 7+3
    THAC0: 13
    NO. OF ATTACKS: 1
    DAMAGE/ATTACK: 1-8
    SPECIAL ATTACKS: Energy drain
    SPECIAL DEFENSES: +1 or better weapon to hit
    MAGIC RESISTANCE: See below
    SIZE: M (6' tall)
    MORALE: Champion (15)
    XP VALUE: 3,000
    S
    SPECTRE.gif
    pectres are powerful undead that haunt the most desolate and deserted of places. They hate all life and light.
    Spectres appear as semitransparent beings and are often mistaken for haunts or ghosts. Unlike most undead, spectres retain the semblance and manner of dress of their former life and can be recognized by old friends or through paintings of the persons they used to be.
    Combat: Spectres exist primarily on the Negative Material Plane and can therefore be attacked by beings on the Prime Material Plane only with magical weapons. Daylight makes spectres powerless by weakening their ties to the Negative Material Plane.
    The chilling touch of a spectre drains energy from living creatures. A successful attack inflicts 1-8 points of damage and drains two life energy levels from the victim. Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. The victim loses all control of his personality and may become more or less powerful than before, depending on his level and class before becoming a spectre.
    Spectres are immune to all sleep, charm, hold, and cold-based spells, as well as poisons and paralyzation attacks. Holy water inflicts 2-8 points of damage when it strikes a spectre. The water can be splashed on a spectre successfully. A raise dead spell apparently reverses the undead status, destroying the spectre immediately if a saving throw versus spell is failed.
    Habitat/Society: Most spectres are solitary, but some enclaves exist where a particularly powerful or lucky spectre has managed to drain mortals of life. This lead spectre is known as the master spectre (always with maximum hit points per die), while the others are known collectively as the followers. In this arrangement, the master spectre almost never engages enemies personally, but instead sends his minions in for the kill. Mortals drained of life by follower spectres are subservient to the master spectre, not the followers. Note that if the master spectre is slain, all followers become independent and can travel anywhere they wish in hopes of becoming master spectres themselves. Once a character becomes a spectre, recovery is nearly impossible, requiring a special quest.
    Spectres hate light and all life, as both remind them of their undead existence. They are therefore encountered only in places of extreme darkness and desolation, like long-abandoned ruins, dungeons, and subterranean sewers.
    Contrary to popular mythology, spectres remain highly intelligent and generally rational after the transformation to undeath. Life makes them lament their unlife, and they bear a strong hatred for all those lucky enough to live and truly die.
    Spectres have enough cunning to plan their attacks, and rival vampires in their skill at remaining hidden from the general populace.
    Ecology: No one knows who the first spectre was or how it came to be; the few facts detailed above are all that is known with any degree of certainty.

    Haunt
     



    CLIMATE/TERRAIN: Any
    FREQUENCY: Very rare
    ORGANIZATION: Individual
    ACTIVITY CYCLE: Any
    DIET: Nil
    INTELLIGENCE: Non- (0)
    TREASURE: Nil
    ALIGNMENT: Any
    NO. APPEARING: 1
    ARMOR CLASS: 0/victim's AC
    MOVEMENT: 6/as victim
    HIT DICE: 5/victim's hp
    THAC0: 15
    NO. OF ATTACKS: 1/1, as 5-HD monster
    DAMAGE/ATTACK: See below/by weapon
    SPECIAL ATTACKS: See below
    SPECIAL DEFENSES: See below
    MAGIC RESISTANCE: Nil
    SIZE: Variable
    MORALE: Champion (16)
    XP VALUE: 2,000
    (
    HAUNT.gif
    Note: Statistics separated by a slash: those to the left refer to the natural state, those to the right are for a possessed victim.)
    A haunt is the restless spirit of a person who died leaving some vital task unfinished. Its sole purpose is to take over a living body and use it to complete the task, thus gaining a final release from this world.
    Haunts may assume either of two forms, at will: a hovering luminescent ball of light (identical in appearance to a will-o-wisp) or a nebulous, translucent image of the haunt's former body. In the later state, haunts look like groaning spirits, spectres, or ghosts, and are often mistaken for them. Transformation from one state to the other takes one round.
    Combat: A haunt must remain within 60 yards of where it died, unless it takes control of a victim's body. This 60-yard radius is called the haunt's domain.
    A haunt attacks mindlessly, and always targets the first human or demihuman that enters its domain. It will continue to attack until possession is achieved or the intended victim leaves the haunt's domain.
    The touch of a haunt drains 2 points of Dexterity per hit. As the character's Dexterity is drained, he suffers not only the penalties of lowered Dexterity, but increasing numbness creeps over his body. If Dexterity reaches 0, the haunt slips into the body and possesses it. Once the body is possessed, Dexterity returns to normal.
    The haunt uses the host's body to complete its unfulfilled task. The task need not be dangerous, although it often is. Once the task is completed, the haunt passes on to its final rest and the victim regains control of his body. When the haunt leaves a victim, the character has a Dexterity of 3. Lost Dexterity points are regained at the rate of 1 point for each turn of complete rest. If a haunt's possessed body is slain, it will haunt the place where that body was killed.
    If the victim has an alignment opposite to that of the haunt (good vs. evil), the haunt will try to strangle the victim using the victim's own hands. Unless the victim's arms are being restrained, the strangulation begins the round after the haunt takes control of the body. On the first round the victim suffers 1 point of damage, on the second 2, on the third 4, and so on, doubling each round until the victim is dead or the haunt is driven off.
    Attacks on a possessed character will cause full damage to the character's body. If attacked, the haunt will use whatever weapons and armor the victim carries, but it cannot use any items that would require special knowledge (spells, scrolls, rings). The only safe way to free the victim is by casting hold person or dispel evil (good). If hold person is cast, the haunt must make a successful saving throw vs. paralyzation or be ejected from the body; dispel evil (good) destroys the haunt forever.
    Haunts are linked to the sites where they died and therefore cannot be turned by priests. When in the natural state (i.e., not possessing a body) haunts may be struck only by silver or magical weapons, or by fire. Weapons cause only 1 point of damage, plus the magical bonus (if any). Normal fire causes 1 point of damage per round, but magical fire inflicts full damage. If a haunt is reduced to 0 hit points, it loses control of its form and fades away. The haunt reforms in one week to haunt the same location again until its task is completed.
    Habitat/Society: The exact task to be accomplished varies, but the motives are always powerful -- revenge, greed, love, hate. Often great distances need to be traveled before a task can be completed, and haunts will drive their hosts mercilessly toward the goal, ignoring the need for food or sleep.
    A few haunts (10%) retain some knowledge of their former lives and can be communicated with. Often these haunts feel remorse at having to prey upon the living, but the force of the uncompleted task is too powerful for the haunt to resist.
    Ecology: Haunts cling to this world by force of will alone. They have no treasure of their own unless it is connected to their quest. They prey only on humans and demihumans.

    Phantom
     
     



    CLIMATE/TERRAIN: Any/Land
    FREQUENCY: Very rare
    ORGANIZATION: Solitary
    ACTIVITY CYCLE: Any
    DIET: Nil
    INTELLIGENCE: Nil
    TREASURE: Nil
    ALIGNMENT: Neutral
    NO. APPEARING: 1
    ARMOR CLASS: Nil
    MOVEMENT: 9
    HIT DICE: Nil
    THAC0: Nil
    NO. OF ATTACKS: Nil
    DAMAGE/ATTACK: Nil
    SPECIAL ATTACKS: Fear
    SPECIAL DEFENSES: Nil
    MAGIC RESISTANCE: See below
    SIZE: Varies, usually M
    MORALE: Nil
    XP VALUE: Nil
    PHANTOM.gif
    Phantoms are images left behind by particularly strong death traumas. A phantom is like a three-dimensional movie image filmed at the time of death, in the place where it died.
    The standard phantom may appear as almost anything. It often appears as the character who experienced the trauma-a transparent image re-enacting the death scene. Alternatively, it could represent whatever was foremost in the victim's mind at the time of death; an attacker, or some goal left unachieved. Phantoms are experienced in faded colors, by all senses.
    Combat: It is difficult to fight phantoms, since they are merely images and have no power to directly cause harm. They cannot themselves be harmed. Swinging weapons or casting spells into the area of the image does not interfere with the projection, and they cannot be reasoned with. A phantom is not intelligent and does not exist for any real reason; tracking down its killer or completing its quest will not get rid of a phantom.
    Phantoms are often mistaken for ghosts, haunts, or groaning spirits, but they can not be turned as undead. Only a priest spell remove curse, cast at 12th level, can dispel a phantom.
    Although a phantom cannot directly do any actual harm, it is the very essence of magic and calls up a superstitious awe in anyone who sees one. The enchantment is such that the phantom affects both the mind and the senses of the observer. Creatures without minds (such as undead) are immune to the effects of phantoms, as are those rare beings who are somehow unable to experience them (since the phantom is present to all senses, blindness is not normally protection against one).
    Characters witnessing a phantom must roll a successful saving throw vs. death magic, with a -2 penalty, or immediately panic and run away as per the effects of a fear spell. Particularly vivid phantoms may require those who fail their saving throw to make a system shock roll, with a +10 bonus to the roll. Failure results in death for the unfortunate victim. Such a character can be raised normally, however.
    There are other difficulties with the fear effect; the cause of the phantom's death might still be around. Even after centuries, traps and undead monsters can be just as effective and deadly, and running away in panic is usually not the best defense.
    Of course, a phantom may provide characters with important information, either forewarning careful characters of an upcoming danger, or finding a lost and treasured object.
    There is a slight chance that a character's death may engender a phantom. This chance should be minuscule to nonexistent for 0-level or very low-level characters, or for those who were expecting to die-those dying of natural causes or in war. However, characters of 4th level or above, dying suddenly or by surprise might have a 1-2% chance of becoming phantoms. If those characters were on an important mission or were subject to geas or quest spells, this chance might rise to 5-6 percent. The percentage chance for generating a phantom should never be higher than the level of the character at the time of death. (Characters killed by energy-draining undead rarely produce phantoms.) It is up to the DM to decide what the precise image presents. A character who is murdered and generates a phantom may also return as a revenant.
    There are nonstandard types of phantoms that affect only one of the senses. Often, these are purely visual images, but they can also manifest themselves as sounds (explosions, moaning, or quiet whispering) or smells. Most of these phantoms require saving throws, but the effects of failure may differ. A gloomy whispering of danger might produce despair (as per the symbol spells) effects. A foul stench might induce the retching effects of a ghast. Suffocating pressure, temperature extremes, the sounds of a swarm of bats, might all carrydifferent consequences of failing the saving throw.
    Of greater concern, however is that there are some phantoms that are actually evil, created when powerful evil creatures from other planes are "slain" (forced to return to their home planes) in the Prime material plane. These phantoms appear at the will of the evil creature 35% of the time, and can seriously misinform or endanger any character it meets. These phantoms can be detected with a detect evil spell; dispel evil can neutralize the phantom for a number of turns equal to the caster's level.
    Zombie
    ZOMBIE.gif
     


    Common Monster Ju-ju Lord Sea
    CLIMATE/TERRAIN: Any Any Any Any Shallow water
    FREQUENCY: Rare Very Rare Very Rare Very rare Rare
    ORGANIZATION: Nil Nil Nil Solitary Pack
    ACTIVITY CYCLE: Night Night Night Night Night
    DIET: Nil Nil Nil Carrion Scavenger
    INTELLIGENCE: Non-(0) Non-(0) Low (5-7) Average  Low (5-7)




    (8-10)
    TREASURE: Nil Nil Nil A M
    ALIGNMENT: Neutral Neutral Neutral evil Neutral evil Chaotic evil
    NO. APPEARING: 3-24 1-6 1-4 1 2-24
    ARMOR CLASS: 8 6 6 6 7
    MOVEMENT: 6 9 9 6 6, Sw 12
    HIT DICE: 2 6 3+12 6 5
    THAC0: 19 15 15 15 15
    NO. OF ATTACKS: 1 1 1 2 1
    DAMAGE/ATTACK: 1-8 4-16 3-12 2-8/2-8 1-10
    SPECIAL ATTACKS: Nil Nil See below See below Stench, disease,





    spell use
    SPECIAL DEFENSES: Spell Spell  Spell  Spell  Spell 

    immunity immunity immunity immunity immunity
    MAGIC RESISTANCE: See below See below See below Nil Nil
    SIZE: M (6') L (8'-12') M (6') M (6') M (6')
    MORALE: Special Special Special Average  Fearless




    (8-10) (19-20)
    XP VALUE: 65 650 975 650 420
    Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests. The condition of the corpse is not changed by the animating spell. If the body was missing a limb, the zombie created from it would be missing the same limb. Since it is difficult to get fresh bodies, most zombies are in sorry shape, usually missing hair and flesh, and sometimes even bones. This affects their movement, making it jerky and uneven. Usually zombies wear the clothing they died (or were buried) in. The rotting stench from a zombie might be noticeable up to 100 feet away, depending upon the condition of the body. Zombies cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task.
    Combat: Zombies move very slowly, always striking last in a combat round. They are given only simple, single-phrase commands. They always fight until called off or destroyed, and nothing short of a priest can turn them back. They move in a straight line toward their opponents, with arms out-stretched, seeking to claw or pummel their victims to death. Like most undead, zombies are immune to sleep, charm, hold, death magic, poisons, and cold-based spells. A vial of holy water inflicts 2-8 points of damage to a zombie.
    Habitat/Society: Zombies are typically found near graveyards, dungeons, and similar charnel places. They follow the spoken commands of their creator, as given on the spot or previously, of limited length and uncomplicated meaning (a dozen simple words or so). The dead body of any humanoid creature can be made into a zombie.
    Ecology: Zombies are not natural creations and have no role in ecology or nature.
    Ju-Ju Zombie
    These creatures are made when a wizard drains the life force from a man-sized humanoid creature with an energy drain spell. Their skin is hard, gray, and leathery. Ju-ju zombies have a spark of intelligence. A hateful light burns in their eyes, as they realize their condition and wish to destroy living things. They understand full-sentence instructions with conditions, and use simple tactics and strategies. Since they became zombies at the moment of death, their bodies tend to be in better condition. Ju-ju zombies use normal initiative rules to determine when they strike. They are dexterous enough to use normal weapons, although they must be specifically commanded to do so. These zombies can hurl weapons like javelins or spears, and can fire bows and crossbows. Their Dexterity allows them to climb walls as a thief (92%) and they strike as a 6 Hit Die monster. Ju-ju zombies are turned as specters.
    The animating force of a ju-ju zombie is more strongly tied to the Negative Material plane. The result is that only +1 or better magical weapons can harm them. Regardless of the magic on the weapon, edged and cleaving weapons inflict normal damage, while blunt and piercing weapons cause half damage. In addition to normal zombie spell immunities, ju-ju zombies are immune to mind affecting spells and psionics, illusions, and to electricity and magic missiles. Fire causes only half damage.
    Zombie Lord
    The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. They are formed on rare occasions as the result of a raise dead spell gone awry. Zombie lords look as they did in life, save that their skin has turned to the pale grey of death, and their flesh is rotting and decaying. The odor of vile corruption and rotting meat hangs about them, and carrion feeding insects often buzz about them to dine on the bits of flesh and ichor that drop from their bodies.
    The zombie lords can speak those languages they knew in life and they seem to have a telepathic or mystical ability to converse freely with the living dead. Further, they can speak with dead merely by touching a corpse. Zombie lords are turned as vampires.
    When forced into combat, it relies on the great strength of its two crushing fists. The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 30 yards, he must save vs. poison or be affected in some way. The following results are possible:
     


    1d6 Roll Effect

    1 Weakness (as the spell).

    2 Cause disease (as the spell).

    3 -1 point of Constitution.

    4 Contagion (as the spell).

    5 Character unable to act for 1d4 rounds due to nausea and vomiting.

    6 Character dies instantly and becomes a zombie under control of the 


    zombie lord.
    All zombies within sight of the zombie lord are subject to its mental instructions. Further, the creature can use the senses of any zombie within a mile of it to learn all that is happening within a very large area. Once per day, the zombie lord can animate dead to transform dead creatures into zombies. This works as described in the Player's Handbook except that it can be used on the living. Any living creature with fewer Hit Dice than the zombie lord can be attacked in this manner. A target who fails a saving throw vs. death is slain. In 1d4 rounds, the slain creature rises as a zombie under the zombie lord's command.
    Zombie lords seek out places of death as lairs. Often, they live in old graveyards or on the site of a tremendous battle -- any place there may be bodies to animate and feast upon. The mind of the zombie lord tends to focus on death and the creation of more undead. The regions around their lairs are often littered with the decaying bodies, half eaten, of those who have tried to confront the foul beast.
    The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creatures. Second, an attempt to raise the character must be made. Third, the corpse must fail its resurrection survival roll. Fourth and last, a deity of evil must show "favor" to the deceased, and curse him or her with the "gift of eternal life." Within one week of the raise attempt, the corpse awakens as a zombie lord.
    Sea Zombie
    Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity).
    The appearance of drowned ones matches their name: they look like human corpses that have been underwater for some time; bloated and discolored flesh dripping with foul water, empty eye-sockets, tongue frequently protruding from between blackened lips. Their visage and the stench of decay surrounding them are so disgusting that anyone seeing a drowned one or coming within 20 feet of one must roll a saving throw vs. poison. A failed saving throw indicates that the character is nauseated, suffering a -1 penalty to his attack roll and a +1 penalty to his AC for 2d4 rounds. On land, drowned ones move slowly, with a clumsy, shambling gait. In water, however, they can swim with frightening speed.
    Drowned ones have an abiding hatred for the living and attack them at any opportunity. These attacks often show surprising cunning (for example, luring ships onto the rocks and attacking the sailors as they try to save themselves from the wreck). Drowned ones take advantage of their swimming speed by attacking ships as they lie at anchor -- climbing aboard the vessel and trying to drive the sailors overboard, where they can deal with them more easily.
    Drowned ones attack with the weapons typical of sailors: short swords, daggers, hooks, clubs, belaying pins, etc. Because of the unnatural strength of the creatures, these weapons all inflict 1d10 points of damage. The putrid water that drips from the drowned ones contains many bacteria, so any successful hit has a 10% chance of causing a severe disease in the victim. The water-logged condition of the creature's flesh means that fire and fire-based magic cause only half damage. Lightning, electrical, and cold-based attacks inflict double damage. Drowned ones are immune to sleep, charm spells, illusions, and other mind-altering spells. Because they are created by the direct will of a deity, they cannot be turned.
    Many of the humans who become drowned ones were priests while alive, and they retain their powers as undead. There is a 50% chance that each drowned one encountered is a priest of level 1d4. These creatures are granted their spells directly from Nerull (or similar deity), receiving only baneful spells.
    Drowned ones congregate in loose packs. Their only motivation is their hatred for the living. They have no need to eat, although they rend and chew the flesh of their prey (this is probably just to strike terror in others). Underwater, drowned ones are active around the clock and are often found in the sunken wrecks of the ships in which they drowned. They are active above the surface during the night. Drowned ones normally stray no more than 100 yards from the water. If the wind drives the fog onto the coast, however, they can roam inland as far as the fog reaches. When the fog retreats, or when the sun is about to rise, they must return to the water.
    Drowned ones communicate among themselves by a form of telepathy; they have no need of a spoken language (other than for spellcasting). The verbal components for spells are spoken in unintelligible whispers.