see, here it is.
although the first source calls them "Grey", subsequent sources call them "Gray". gray was used twice, but i think grey is the more common american spelling. what do you all think of that?
AC9 - Creature Catalouge:
GREY PHILOSOPHER*
Philosopher Malice
Armour Class: 4 1
Hit Dice: 9 1*
Move: Nil 150' (50')
Attacks: Nil 1 touch
Damage: Nil 1-6, 1-8 o r 1-10 (see below)
Save As: C9 C6
Morale: 12 12
Treasure Type: O Nil
Intelligence: 13 Not applicable
Alignment: Chaotic Chaotic
A grey philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind. In its undead state, the philosopher does nothing hut ponder these weighty matters, always unable to reach a conclusion. Over the centuries, the evil notions of the philosopher take on a substance and will of their own. These animated thoughts, known as malices, appear as small, luminous, translucent whisps with vaguely human faces, gaping maws and spindly, clawed hands. They fly through the air,constantly searching for victims on which to vent their spite. Malices do not stray more than 100 feet from their philosopher, but are able to squeeze through the narrowest of gaps in their wanderings. A grey philosopher typically creates 2-8 malices for each century of its deliberations. Clerics turn malices as spectres.
Malices have the same Hit Rolls as a 9 Hit Dice creature, and the amount of damage done depends on the alignment of the victim: 1d6 for chaotic characters, 1d8 for neutrals and 1d10 for lawfuls.
The philosopher itself appears as a seated, grey, insubstantial, robed figure, deep in thought. It cannot be turned by a cleric, has no attack of its own, and will not defend itself. Until it is actually destroyed, its concentration will not he broken even if it is attacked. When its moment of destruction comes, however, it will look up with an expression of malicious enlightenment on its face and then vanish with a lingering, scream of evil delight. All malices vanish instantly when the philosopher is destroyed.
Both philosopher and malices are immune to mind-affecting magic
DMR2 - Creature Catalog:
Gray Philosopher*
Philosopher* Malice*
Armor Class: 4 1
Hit Dice: 9 (M) 1* (S)
Move: Nil 150’ (50')
Attacks: Nil 1 touch
Damage: Nil 1d6, 1d8 or 1d10 (see below)
No. Appearing: 1 (1) Special
Save As: Cleric: 9 Cleric: 6
Morale: 12 12
Treasure Type: O Nil
Intelligence: 13 Not applicable
Alignment: Chaotic Chaotic
XP Value: 450 13
Monster Type: Undead (Very Rare).
A gray philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind. In its undead state, the philosopher does nothing but ponder these weighty matters. However it seems always unable to reach a conclusion. Over the centuries, the evil notions of the philosopher take on substance and gain a will of their own. These animated thoughts, known as malices, appear as small, luminous, translucent wisps with vaguely human faces, gaping maws, and spindly, clawed hands. They fly through the air, constantly searching for victims on which to vent their petty, but eternal, spite. Malices do not stray more than 100 feet from their philosopher, but are able to squeeze through the narrowest of gaps in their wanderings. A gray philosopher typically creates 2d4 malices for each century of its deliberations. Clerics turn malices as spectres.
Malices have the same attack rolls as a 9 Hit Dice creature, and the amount of damage done depends on the alignment of the victim: 1d6 points of damage for chaotic characters, 1d8 for neutral characters and 1d10 for lawful characters.
The philosopher itself appears as a seated, gray, insubstantial, robed figure who is deep in thought. It cannot be turned by a cleric, has no attack of its own, and will not defend itself. Until it is actually destroyed, its concentration will not be broken even if it is attacked. When its moment of destruction comes, however, it will look up with an expression of malicious enlightenment on its face and then vanish with a lingering scream of evil delight. All malices vanish instantly when the philosopher is destroyed.
Both the philosopher and the malices are immune to mind-affecting magic (cham, phantasmal force, etc.) and to attacks from nonmagical weapons.
Terrain: Ruins
Mystara Monstrous Compendium:
Gray Philosopher
Gray Philosopher Malice
CLIMATE/TERRAIN: Any ruins Any ruins
FREQUENCY: Very rare Very rare
ORGANIZATION: Solitary Cluster
ACTIVITY CYCLE: Night Night
DIET: None None
INTELLIGENCE: High (13-14) Non- (0)
TREASURE: Nil Nil
ALIGNMENT: Neutral evil Neutral evil
NO. APPEARING: 1 Special
ARMOR CLASS: 4 1
MOVEMENT: Nil 15
HIT DICE: 9 1
THAC0: Nil 11
NO. OF ATTACKS: 0 1
DAMAGE/ATTACK: Nil 1d10, 1d8, or 1d6
SPECIAL ATTACKS: Shriek of Fear Attack as 9 HD creature
SPECIAL DEFENCES: See below See below
MAGIC RESISTANCE: Nil Nil
SIZE: M (5'-6' tall) T (1'-2' long)
MORALE: Fearless (20) Champion (15)
XP VALUE: 2,000 120
A gray philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters.
The gray philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number of tiny, luminous, wispy creatures known as malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are actually the philosopher's evil thoughts, which have taken on substance and a will of their own.
Combat: The gray philosopher cannot be turned by a cleric but has no attack of its own; it will not defend itself. Both the philosopher and its malices are immune to mind-affecting magic (charm, phantasmal force, etc.) and to attacks from nonmagical weapons.
Unlike the philosopher, malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 100 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight.
When they find a victim, the malices immediately launch themselves at it. The creatures attack as 9 Hit Dice monsters, and the amount of damage their vicious bite inflicts depends on the victim's alignment: 1d10 for good characters (whom the malices especially despise), 1d8 for neutral characters, and 1d6 points of damage for evil characters. Clerics can turn malices as spectres. A malice normally attacks until destroyed or turned. However, all these creatures vanish instantly if their philosopher is destroyed.
Until that moment, the philosopher never breaks its concentration, even if attacked, However, in its final seconds, the philosopher looks up with an expression of malicious enlightenment on its face, then vanishes with a lingering shriek of evil delight. All those hearing this horrifying sound must make a successful saving throw vs. paralyzation or begin shaking with fear. Those characters so affected lose 1 point of Dexterity due to the tremors. This effect lasts until a remove fear or remove curse spell is cast on the character.
Habitat/Society: A gray philosopher never seems able to reach any sort of conclusion to the conundrum that has become the focus of its existence; instead, over the centuries, its evil thoughts have coalesced into the malices. A philosopher typically creates 2d4 malices for every century of in foul existence. It is unknown whether the philosopher is even aware of these venal children of its mind.
Gray philosophers are always found in isolated locations, especially the ruins of temples, libraries, monasteries, and other places of learning. The philosopher never takes an interest in its surroundings or anything else save its own evil contemplations. It does not even stir from its original place of thought for any reason; only its destruction can "move" a gray philosopher.
Ecology: Certain clerics and academicians speculate that any powerful evil cleric who, at death, becomes a gray philosopher may have been attempting to become one of the Immortals. Such sages theorize that a few of the creatures do manage to resolve the philosophical dilemmas upon which they ponder, which leads them to transcend their mortality finally to become profoundly evil and immortal beings. Although these theories propose that it takes a gray philosopher at least 1,000 years to reach such a terrible understanding, the sages urge those who discover these undead creatures to destroy them immediately, in case this frightening theory has merit.