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.
Zombire
The zombire looks like a normal zombie without the sluggishness. Like the skelter, its eyes glow with intelligence and malice. It does not suffer penalties to initiative and is surprisingly agile. The zombire lacks the energy-draining touch of the skelter, but it can assume gaseous form at will. However, it cannot attack in this form and must revert to a corporeal state to inflict damage. (It cannot assume corporeal form and attack in the same round.) The zombire's rake causes 1d8 hp damage, and the victim must save vs. paralysis or be frozen in place and unable to act for 2d6 rounds. Zombires continue to attack frozen victims. A non-blooded individual slain by a zombire rises as a zombie under the zombire's control; a blooded victim rises as a free-minded zombire.
Zombire: INT high; AL CE; AC 7; MV 12; HD 3+2; THAC0 17; #At 1; Dmg 1d8; SA paralyzing touch; SD assume gaseous form, 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 14; XP 975. Zombires are turned as wraiths. Holy water inflicts 2d4 hp damage/vial.
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).