When a scion perishes in the Shadow World near Mhelliviene, he becomes either a skelter or a zombire (50% chance of either) with no powers or special abilities beyond those listed below.
Skelters
The skelter is an emaciated creature resembling a lich, with its leathery skin drawn tightly over its bony frame. The eyes of a skelter burn with an intense hatred for all life, and its voice is raspy and spiteful. These guant creatures have a chilling touch similar to that of a spectre. The attack inflicts 1d8 hp damage and drains one level of experience from the victim. (A save vs. death magic negates loss.) The energy drain is only temporary, and lost levels (and hit points) are restored at a rate of one level/day. A non-blooded individual slain by a skelter (or drained of all levels) rises as a zombie under the skelter's control; a blooded victim rises as a free-minded skelter.
Skelter: INT very; AL CE; AC 6; MV 12; HD 2+3; THAC0 17; #At 1; Dmg 1d8; SA energy drain (see above); SD silver or magical weapons needed to hit; immune to cold, poison, paralysis, and death magic; MR immune to sleep, charm, hold, and fear-related magic; SZ M; ML 12; XP 650. Skelters are turned as ghasts. One vial of holy water causes them 2d4 hp damage.
Skelters and zombires can control mindless undead within 30 yards. When slain, skelters and zombires moulder into piles of flesh and bone.
Originally appeared in Dungeon #59 (1996).