Dungeon Level 9
Ruled by a Demi-Lich - Reatk Rolmph (The Dreaded)
Spells of Demi-Lich
Summon Undead - Create Undead - Control Undead - Create Higher Undead
- Undead Servents - Create Ghost
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.
There are lots of them 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.
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.
Encounter Chart
Ghost
Spectre
Haunt
Copper Skeleton
Bronze Skeleton
Humanoid Skeleton
Phantom
Animal Skeleton (beast of burden)
Monster Skeleton (Firblogs and so on)
Zombies (mostly skin on bones, little flesh)
Zombies (mostly skin on bones, little flesh)
Humanoid Skeleton
Haunt
Red Skull Zombies
Phantom
Steel Skeleton
Mythral Skeleton
Krosnium Skeleton
Gold Skeleton
Zombie Lords
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
Skeleton
|
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 Skeleton
|
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
|
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.
Index
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. 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. 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.
Combat
Habitat/Society:
Ecology:
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 |
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 |
Spectres 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.
Index
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 |
(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.
Index
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 |
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.
Index