Undead Origins

Ghosts The Incorporeal Undead

Ghosts The Incorporeal Undead
Labyrinth Lord
Undead: The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane.
Ghosts: The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. Incorporeal undead – ghosts – are the souls of the dead animated solely through this energy, having no true physical body present on the Material Plane.
Each ghost is unique or nearly so in its origin; sometimes groups of ghosts, known as scares, arise en masse when there is mass murder, battle, or other wanton and horrific slaughter. These ghosts often have commonalities in abilities, such as the ghosts of a party of adventurers who were all slain by the same dragon; or the ghosts of a family caught in a volcanic explosion; or the ghosts of a band of vikings who all sank with their ship in a storm; and so on.
Ghosts are not real, in either the physical or spiritual sense. They are reflections of tragedy and evil, which occurred on the Material Plane, of such terror and horror that the psychic energies of the deceased blew through the Ethereal Plane into the Negative Energy Plane, and there engendered a node of negative energy. That node of negative energy tethers the soul of the deceased in the Ethereal Plane, keeping the soul from passing on to its final rest, whether that is in the Celestial Realms, the Netherworlds, or the Hells.
Ectoplasm from an ancestral ghost, if consumed, grants the consumer a chance of discovering ancestral secrets and secrets of living relatives of the ghost. The chance of discovering a secret of random sort is 10% per ounce of ectoplasm consumed in one go. The imbiber then falls into a deep sleep for 1d6+6 turns, during which he (potentially) dreams of the secrets of the living and the dead. If the imbiber fails to gain any secrets, he must make a saving throw versus Death; if the save fails he remains stuck in the coma, having horrible nightmares of the ghost’s ancestors and relatives, for a number of days equal to the hit dice of the ghost. At the end of this time another saving throw is required; failure indicates the victim dies, to rise again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.
Four ounces of child ectoplasm acts as per a potion of longevity when imbibed. Each time child ectoplasm is consumed, however, the imbiber must roll percentile dice against the number of ounces of child ectoplasm he has consumed in his lifetime. If the roll is less than or equal to the total number of ounces consumed, all reversal of aging is undone; additionally, the imbiber must make a saving throw versus Death. If the save fails, the imbiber not only has all the reversal of aging undone, he also ages a like number of years! This reversal of aging happens instantly. If this aging then ages the imbiber to death, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Four ounces of damned ectoplasm provide the consumer with a limited form of immortality, should he survive consuming the ectoplasm. First, upon consuming the ectoplasm, the imbiber must make a percentile roll against the total number of ounces of damned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he dies, and rises again 24 hours later as a ghost with hit dice equal to of half his level (rounded up).
If he passes through the percentile check without needing to make a saving throw, or if he succeeds in his saving throw, the next time he is slain, his soul does not go on to its eternal reward or damnation…
First, upon death, his body (not including any equipment) instantly warps itself into the Deep Ethereal, wreathed in a protective cocoon of ectoplasm. There it remains, floating and bobbing, for a number of days and nights equal to the deceased’s maximum hit points, healing 1 hit point per day and night.
Upon the night he reaches full hit points, the deceased bursts forth from the Ethereal Plane into the Material Plane, nude like a newly-born babe and covered in generic ectoplasm. He appears in whatever place he last considered the safest, whether that was his home, a castle, or an inn. He then loses a single life level. If this loss slays him he returns 24 hours later as a ghost with hit dice equal to half his original level (rounded up).
Consuming four ounces of blast ectoplasm enables the imbiber to vomit forth a jet of sticky, slimy ectoplasm, with the same range and effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of blast ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Blast special ability.
Consuming four ounces of touch ectoplasm enables the imbiber to make a touch attack of sticky, slimy ectoplasm, with the same effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of touch ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Touch special ability.
Four ounces of entropic ectoplasm is equal to a potion of longevity, with the salient differences being that the percentage checked each time entropic ectoplasm is consumed is equal to the number of ounces of entropic ectoplasm the imbiber has consumed in total, and that if the imbiber fails to reverse his aging and instead ages, if he dies he rises again as a ghost with hit dice equal to half his level, rounded up, and possessing the Entropic Attack ability.
An imbiber of magician ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spellcasting ability possessed by the ghost that provided the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of magician ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
An imbiber of priest ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spell-casting ability possessed by the ghost that provided the ectoplasm.
Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of priest ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Any being that is slain through the ghost’s keen ability rises again 24 hours later as a ghost of hit dice equal to its level, up to half the hit dice of the ghost who slew it.
Four ounces of lifelike ectoplasm enable the imbiber to polymorph into a ghost of hit dice equal to his own; the effect lasts no longer than 1d6+6 turns. When the imbiber tries to transform back into a living being, however, the imbiber must make a percentile roll against the total number of ounces of lifelike ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he is truly dead, and is stuck as a ghost!
Four ounces of negative energy blast ectoplasm enables the imbiber to employ the negative energy blast attack of the ghost that provided the ectoplasm. The imbiber must use the attack within 1d6+6 turns of imbibing the ectoplasm. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of negative energy blast ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber suffers the damage of the attack.
If he dies through this damage, he rises again 24 hours later as a ghost with the Negative Energy Blast power, with hit dice equal to half his level, rounded up.
Four ounces of possession ectoplasm enables the imbiber to possess a victim much as above, save that the imbiber’s original body falls into a coma-like state while the possession is ongoing. The imbiber’s body, like that of the victim, need not eat, drink, sleep, or breathe while the imbiber continues to possess the victim. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of possession ectoplasm he has ever imbibed when ending a possession; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, when the possession ends the imbiber’s soul fails to return to his body, his body dies, and he is trapped bodiless as a ghost with hit dice equal to half his level, rounded up!
Imbibing four ounces of immunity ectoplasm makes the imbiber immune to the energy sources the ghost was immune to for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of immunity ectoplasm he has ever imbibed, of whatever immunity types; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm has a completely inverted effect, instantaneously and internally causing the type of damage against which the imbiber sought to gain immunity. The imbiber suffers 1d6 points of the appropriate type of damage per hit die of the ghost who provided the ectoplasm. If this damage kills the imbiber, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Victims of a Spectral Music Ghost's song’s effects that perish as a direct result of those effects while the song is still playing must make a saving throw versus Death; failure indicates that they rise again 24 hours later as a ghost with hit dice of half their level, under the control of the Spectral Music ghost who killed them with its music.
Four ounces of teleport ectoplasm enable the imbiber to use the teleport spell once within 1d6+6 turns of imbibing the ectoplasm. Upon teleporting, if the imbiber ends up coming in low, he not only dies, he immediately rises again as a ghost of hit dice equal to half his level, rounded up.
Special ectoplasm, from ghosts with ghostly special abilities, can also be consumed as-is to provide the imbiber with special abilities. The use of ectoplasm in this way is often considered foolhardy by clerics and magic-users alike, as it often leads to the death of the user and/or his friends, and often to the creation of more ghosts. This is especially true of ectoplasm from the more powerful ghosts…
Bestow Curse spell.
Spawn Ghosts spell.
Ghost Generator magic item.
Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.
Improper use of a Robe of Etherealness saving throw failure by 16+.
Lesser Ghost: Lesser ghosts are weaker, only able to generate a fear attack though an enervating touch, and are usually created through tragic violence, by mortals being slain by another more powerful ghost.
Greater Ghost: Greater ghosts are more powerful, able to drain life force through a cold-based touch, and usually result from the soul of an evil being rising again after a violent death; through a tragic death where a major life goal remained unfulfilled; or otherwise through treachery, evil magic, or the worship of dark gods.
Presence: Presences usually arise from weak-willed and petty beings who liked to resolve disputes using physical threats and bullying. Murdered children also often end up as presences, not having the will or resolve to maintain a greater hold on the Material Plane.
If a presence slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence.
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Apparition: Apparitions are generally more powerful and intelligent than presences, having a stronger will in life or, perhaps, merely a more tragic and thus more powerful death.
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Lost Soul: If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Wraith: Wraiths are usually born of fear, anger, hatred, and violence. In life they were often warlords, kings, magicians, priests, or other mighty and powerful beings who coveted ever more wealth and power. They made deals with dark forces and, for their efforts, grew great in power, but even greater in evil… and when death came to claim them, they sought even to avoid that great equalizer, and lived on in the form of the dreaded wraith.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Haunt: Haunts are born of pain, suffering, loss, and tragedy. Most haunts shuffled off from the mortal coil with some great task or project uncompleted; this might be something as simple as finishing a journey to as complex and grandiose as building an empire.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Spectre: Spectres are essentially more powerful versions of wraiths – usually born out of hatred, anger, lust, or violence begotten of the desire for ever more wealth and power. Most spectres died a violent death – stabbed in the back by daggers, cut to pieces by blades, burned alive by magic, or even drained of life by other undead.
Few if any spectres just happen to rise from the dead – most are made, through the terrible violence and evil of their lives and their deaths.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Spirit: Spirits are the malevolent ghosts of petty, treacherous, and cruel men and women who were slain through treachery by their allies, slaughtered by those they wronged, or killed themselves out of spite for the world around them.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Wyrd: Wyrds are to spectres as spectres are to wraiths – even more powerful and potent ghosts of the angry, powerful, unquiet evil dead sort. Wyrds, however, result specifically from powerful persons that enjoyed causing pain, suffering, and death in their lifetime; thus their strong and potent connection to the Negative Energy Plane that allows them to drain life force at a prodigious rate and often en masse.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Phantom: Phantoms are born of the tragic and violent death of an innocent victim, usually one who was powerful, respected, and often much-loved, but was betrayed by his family, friends, and followers. The horrific experience causes the soul of the deceased to rise again as a phantom, often hateful now of all living things, with a burning desire to wreak vengeance upon those who turned on him. Thus, in many ways, they are more potent versions of haunts.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Geist: Geists are the most powerful of all the ghosts, and arise only from the most evil, vile, and despicable of men and women – kin-slayers, regicides, mass murderers, grand apostates, and cosmic blasphemers. As every geist has a unique origin, so every geist is unique in appearance and powers.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Acid Ghost: This ghost met his mortal end through an unpleasant encounter with acid, such the breath of a black dragon, a large vat of acid in a wizard’s laboratory, or some other similar toxic goo that burned and melted its mortal form.
As the ectoplasm of an Acid Ghost is mixed with its acid, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually ingests acid; he suffers 1d6 points of acid damage per ounce consumed with no saving throw. If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.
When four ounces of acid ectoplasm are imbibed, the imbiber is able to vomit a line of acid similar to that produced by the ghost who provided the acid. Consumed this way, the ability to vomit the acid lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of acid ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the acid burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm.
If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.
Alien Ghost: Alien Ghosts, also known as Space Ghosts, are ghosts of beings from worlds beyond the knowledge of mortal men. These are ghosts of beings from other worlds, where the bipedal form is unknown, skies are purple and water mauve, and motile flora harvests sessile fauna.
Alien ectoplasm allows the imbiber to do whatever the Alien Ghost who provided it did, within the Labyrinth Lord’s judgment. However, it is very dangerous to use. Every time it is imbibed, the imbiber must make a saving throw versus Spells; upon failure, he is polymorphed into the original alien species from whence the Alien Ghost arose. This process requires 1d6 turns, during which the victim is in extreme pain and unable to take any actions. If the alien species is unable to survive on this world, then the newly-formed alien dies… and rises again as an Alien Ghost with hit dice equal to half the level of the victim, rounded up.
Ancestral Ghost: ?
Animal Ghost: This ghost is either the ghost of an animal, in which case it can only take on the form of an animal, or a humanoid ghost that can take on animal form, in which case it can take on humanoid, animal, and hybrid form.
Myrkridder: Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.
Armored Ghost: ?
Blinking Ghost: ?
Bloody Ghost: Victims slain through drowning by a Bloody Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Bloody Ghost under the control of their slayer.
Chained Ghost Earthly Remains: ?
Chained Ghost Location: ?
Child Ghost: This ghost is the ghost of a child.
Cursed Ghost: This ghost was created through the application of the bestow curse spell, cast upon the body of the deceased within one turn (10 minutes) of death. The ghost is in all respects the same as other ghosts, with the limitation that it cannot attack the caster of the curse that created it. Cursed Ghosts can also be created through the cursed scroll of the unholy spirit.
Daywalker: ?
Demon Ghost: This ghost is the ghost of a demon that delved too deeply into the Negative Energy Plane seeking dreadful power and eldritch wisdom. It was blasted by that power, with the tattered remnants of the demon’s Chaotic soul impressed into the Material Plane as a ghost.
Dream Killer Ghost: Imbibing four ounces of dream ectoplasm enables the imbiber to effectively become a Dream Killer ghost with their normal, everyday abilities, armor, weapons, and so forth. Their soul leaves their body in ethereal form, and the imbiber may then seek out and attack a sleeping target exactly as above. The imbiber gets a number of chances to initiate dream combat equal to the hit dice of the ghost that provide the ectoplasm. Unlike a true Dream Killer ghost, if the imbiber dies in the dream combat, he dies for real. And in such cases, rises again 24 hours later as a Dream Killer ghost with hit dice equal to half their level, rounded up.
Drowned Ghost: This ghost resulted from a violent and horrific drowning, usually as a form of murder, though sometimes by tragic accident.
Victims slain through drowning by a Drowned Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Drowned Ghost under the control of their slayer.
Imbibing four ounces of drowned ectoplasm enables the imbiber to create and control water as though the imbiber were a Drowned Ghost with the hit dice of the ghost that provided the ectoplasm. The effect lasts for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of drowned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, water begins pouring out of the imbiber’s mouth as his lungs fill. Each round for 1d6+6 rounds the imbiber must make a saving throw versus Death; failure indicates he begins drowning, as above. If he drowns, he rises again 24 hours later as a Drowned Ghost with hit dice equal to half his level, rounded up.
Drunken Ghost: This ghost died due to excessive drinking of alcohol, died while he was drunk, died by drowning in alcohol, or died while wishing he had one more drink of alcohol.
There is no magical benefit to be gained from imbibing Ecto-Nog, the ectoplasm left behind by a Drunken Ghost, beyond the pleasure of drinking the purest form of alcohol known to man (though it still falls short of the nectar of the gods). For that is what the ectoplasm of a Drunken Ghost is, pure, distilled alcohol, otherwise known as “Ghostshine,” or “Haunted Hooch.” A single small shot of one ounce of Ghostshine is as potent as 1d6 mugs of beer, glasses of wine, or shots of other spirits per hit die of the ghost who provided it.
Needless to say, Ecto-Nog can be lethal, if consumed in too great a quantity (or too great a quality). How this works depends on the method you use in your own campaign regarding alcohol. Generally, if more equivalents of mugs/glasses/shots of normal alcohol are consumed than the Constitution score of the imbiber, the imbiber must make a saving throw versus Poison; failure indicates that the imbiber passes out, drunk, instantly. Failure with a Natural 1 indicates that the victim dies of alcohol poisoning 1d6 turns later, and rises again immediately as a Drunken Ghost with hit dice equal to half their level, rounded up.
Embodied Ghost: Embodiment is a curse on ghosts, sometimes enforced by the gods, other times by necromancers, and more rarely by more powerful ghosts.
Bestow Curse spell.
Environmental Ghost: Consuming four ounces of environmental ectoplasm allows the consumer to have the same abilities and powers… and limitations… as the ghost of that environment for 1d6+6 turns. Essentially, it sets up the imbiber as the anti-ghost of that environment. The imbiber is able to see that ghost, even if it is on the Deep Ethereal, and can attack it as though he were also on the Ethereal Plane (as he is, within the limits of the ghost’s environment). If the environment suffers damage, so does the imbiber; however, if the imbiber dies, nothing happens to the environment. If the imbiber dies while under the effect of the ectoplasm, he rises again immediately as an Environmental Ghost tied to the same environment, of hit dice equal to half his level rounded up, and must make a saving throw versus Spells; failure indicates that he is under the control of the original ghost of that environment.
Fast Ghost: ?
Fiery Ghost: This ghost’s mortal form died a fiery death, likely burnt at the stake, fried by a fireball, or charred to ashes by dragon’s breath.
When four ounces of fiery ectoplasm is imbibed the imbiber may cast a fireball equal to that of a magic-user with as many levels equal to the hit dice of the ghost that provided the ectoplasm. Consumed this way, the ability to cast the fireball lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of fiery ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Fiery Ghost with hit dice equal to half his level, rounded up.
Friendly Ghost: Friendly Ghosts died a tragic and sometimes violent death, though during their lifetime they were not Evil, and quite Good, and though empowered by the Negative Energy Plane, have (as yet) resisted the eldritch Evil of that power.
The souls of Friendly Ghosts are, in fact, impressed upon by both the Negative Energy Plane and the Positive Energy Plane, placing their ethereal existence in a state of flux.
Frightening Ghost: ?
Frost Ghost: This ghost died of frostbite, or from an ice storm, or in the chilly stream of the breath of a white dragon. The ghost’s horrific death molds it in undeath, as the ghost is even colder than the typical ghost.
Four ounces of frost ectoplasm enables the imbiber to cast a cone of cold at a level equal to that of a magic-user with as many levels as hit dice o the ghost who provided the ectoplasm. Consumed this way, the ability to cast the cone of cold lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of frost ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm freezes the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Frost Ghost with hit dice equal to half his level, rounded up.
Ghost Lover: Sometimes also known as a Ghost Bride, Ghost Groom, Ghost Wife, or Ghost Husband, this ghost died as a direct result of a love affair, whether licit or illicit, public or private, mutual or unrequited.
Ghost Magician: This ghost was a magic-user in life, and retains the ability to use magic spells in death.
Ghost Priest: This ghost was a cleric in life, and retains that status after death.
Ghost Ship: ?
Ghost Sovereign: This ghost rules over and commands other ghosts with ease, either through legitimate royalty or nobility that carried over into undeath, or through sheer force of will and power.
Ghostly Head: If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. When the victim’s head rots away completely, the ghost of the head rises as a Ghostly Head.
Guardian Ghost: This ghost is cursed to act as the guardian of a person, place, or thing.
Note that if the Guardian Ghost is also a Friendly Ghost, it might not be cursed, but act as a guardian out of the kindness of its heart. If the ghost is a Ghost Lover, it might not be cursed, but merely guarding the life of its erstwhile lover.
Headless Ghost: This ghost lost his head in the process of dying and becoming a ghost.
If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost.
Hungry Ghost: This ghost is the soul of someone who died of hunger; or who was wealthy and caused others to die of hunger through their actions; or ironically, was both wealthy and caused others to suffer hunger, then died of hunger themselves. Other forms of greed and even gluttony might cause a ghost to rise as a Hungry Ghost.
Hypnoghost: ?
Keening Ghost: Four ounce of keening ectoplasm allows the imbiber to perform a keen, as per the ghost who supplied the ectoplasm. The imbiber must keen within 1d6+6 turns of imbibing the ectoplasm. The imbiber has no immunity to the keen, and thus must make a saving throw versus Spell; if the save fails, the imbiber dies. If the imbiber is slain through a keen performed in this manner, he rises again as a free-willed Keening Ghost with hit dice equal to half their level when living, rounded up.
Laser Ghost: This ghost died when it was struck by lasers – including the light of a prismatic spray spell (these ghosts are also known as Prismatic Ghosts).
When imbibed, four ounces of laser ectoplasm enables the imbiber to cast a prismatic spray at a level equal to that of an illusionist with as many levels as the hit dice of the ghost that provided the ectoplasm. The ability to cast the prismatic spray lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of laser ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm sets off the spray on the insides the imbiber, who suffers the full effects of the prismatic spray with no saving throw. If he dies through this damage, he rises again 24 hours later as a Laser Ghost with hit dice equal to half his level, rounded up.
Lifelike Ghost: ?
Lightning Ghost: This ghost died when it was struck by lightning – natural lightning, the lightning breath of a dragon, the lightning bolt of a wizard, or perhaps the lightning strike of druid.
Four ounces of ectoplasm enables the imbiber to cast a lightning bold at a level equal to that of a magic-user with levels equal to the hit dice of the ghost that provided the ectoplasm. The ability to cast the lightning bolt lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of lightning ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm shocks the insides the imbiber, who suffers 1d6 points of damage hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Lightning Ghost with hit dice equal to half his level, rounded up.
Monster Ghost: This ghost is the ghost of a monstrous creature (not an animal, demon, or humanoid). Dragons, giants, chimeras, lamias, nagas – just about any Chaotic monster is apt to become a ghost, as are a few Lawful or Neutral types who die tragic deaths.
Nanny Ghost: ?
Butler Ghost: ?
Manservant Ghost: ?
Maid Ghost: ?
Servant Ghost: ?
Nightmare Ghost: Imbibing four ounces of nightmare ectoplasm allows the imbiber’s spirit to leave their body and enter the Ethereal Plane; they can then manifest on the Material Plane as a Nightmare Spirit, effectively as a ghost of the same hit dice as the ghost who provided the ectoplasm. The spirit of the imbiber remains a ghost for 1d6+6 turns, and possesses all the basic abilities of the ghost who provided the ectoplasm, plus the Nightmare Ghost special ability. If the spirit of the imbiber does not return to his body by the end of the duration, or if the spirit is slain in ghost form, the imbiber rises again immediately as a Nightmare Ghost, with hit dice equal to half his level, rounded up.
Pipeweed Ghost: This ghost died from smoking too much pipeweed (such as via pipelung), or died from the secondary effects of a magical form of pipeweed, or simply died while smoking pipeweed and his last thoughts were, “I wish I could have smoked more pipeweed…”
This ectoplasm, naturally, invariably takes the form of a pipeweed-like material. Pipeweed ectoplasm must be smoked for it to have any effect. One ounce is enough. When smoked, the smoker must make a saving throw versus Spells; if the save succeeds, the smoker gains the ability to breathe out a cloudkill spell, exactly as per the ghost that provided the ectoplasm.
If the saving throw fails, the smoker must check out the results of the failure on the Pipeweed Ectoplasm Failure Table. This result is modified by a number equal to the hit dice of the ghost that provided the ectoplasm; add the hit dice to the total amount by which the smoker failed his saving throw.
Pipeweed Ectoplasm Failure Table
Failed by Effect
1 to 5
Sleepy: The smoker falls into a deep coma for a number of hours equal to the hit dice of the ghost that provided the ectoplasm.
6 to 10
Freaked: The smoker must make a saving throw versus Spells against fear, using the Fear Effects Table and the hit dice of the ghost that provided the ectoplasm as a penalty to the saving throw. If the saving throw succeeds, the victim suffers effects as per sleepy, above.
11 to 15
Buzzed: The smoker is confused, as per the spell, for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
16-20
Harshed: The smoker goes berserk, attacking anyone he sees with full ability, using all spells and powers to try to kill whatever he can see. This effect lasts for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
21+
Possessed: The ghost that provided the ectoplasm, provided it has not been destroyed, arrives from wherever it might be and instantly possesses the victim, as though with the Possess the Living ability (no saving throw). If that ghost has been destroyed, another Pipeweed Ghost has a chance to pop in and possess the victim immediately, though the victim gets the usual saving throw against this effect, with a penalty equal to half the hit dice of the original ghost, rounded up.
In addition, every time he smokes pipeweed ectoplasm, the smoker must make a percentile roll against the total number of ounces of pipeweed ectoplasm he has ever smoked; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, he has contracted a severe and debilitating form pipelung, a disease that often afflicts pipeweed smokers. This version of the disease causes the victim to be unable to heal naturally or magically, except through the use of the cure disease spell to remove the disease entirely. He suffers one hit point of damage every day. Every week he loses one point of Strength, Constitution, and Dexterity. If the disease is not cured with magic, the victim eventually dies of the effects; 24 hours later he rises again as a Pipeweed Ghost, with hit dice equal to half his level, rounded up.
Plague Ghost: Consuming four ounces of plague ectoplasm allows the imbiber to possess a victim as though he were a Plague Ghost with hit dice equal that of the ghost who provided the ectoplasm. When the ectoplasm is consumed the imbiber’s soul rises from his body like a ghost; the body remains in a coma, much as with the magic jar spell. The imbiber then has one chance to possess a target within 1d6+6 turns; if he fails, his soul is drawn back to his body instantly.
If he succeeds, then he must remain possessing the victim as long as he wishes for the victim to be plagued. If the imbiber remains possessing the victim at the point of death, the imbiber must make a saving throw versus Death; if the save fails, the imbiber also dies, and rises again immediately as a Plague Ghost with hit dice equal to half his level, rounded up. Otherwise he is free to return to his own body.
Poison Ghost: This ghost met his mortal end through poison – perhaps in a wine cup among erstwhile friends, or slain by a poison needle trap, or envenomed by a snake or spider, or through the breath of a sea dragon.
As the ectoplasm of a Poison Ghost is mixed with its poison, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually poisons himself as per the contact poison, above, with no saving throw, and suffering 1d6 points of poison damage per ounce consumed. If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.
Four ounces of poison ectoplasm enables the imbiber to spit a ball of poison equal to that of a ghost with as many hit dice as the ounces of ectoplasm the imbiber consumed. Consumed this way, the ability to spit a ball of poison lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of poison ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the poison ball explodes inside guts of the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm.
If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.
Poltergeist: ?
Radioactive Ghost: This ghost died through radioactive mishap, either through exposure to excessive natural radiation; magical radiation attack; radioactive blast from a radiation gun; walking through a radioactive crater; or by being caught directly in a nuclear explosion.
It is a bad idea to imbibe radioactive ectoplasm, as no known magic or science can separate out the radiation from the ectoplasm. Any living being that imbibes radioactive ectoplasm suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm per ounce, with no saving throw against the damage. If the imbiber dies through this damage, he rises again 24 hours later as a Radioactive Ghost with hit dice equal to half his level, rounded up.
Robotic Ghost: This is the ghost of a robot, android, clockwork being, golem, living statue, or some other mechanical or magical construct that was tragically destroyed through mischance and/or violence. Rarely, such creations develop a mind and soul of their own; often in such cases, when their physical existence ends in horror and tragedy, the soul lives on with no place to go, as there are few gods that would claim such a soul for their own.
Shackled Ghost: ?
Shrouded Ghost: ?
Skull Thrower Ghost: Four ounces of this ectoplasm enables the imbiber to form and throw an ectoplasmic bomb in exactly the same fashion as the ghost that provided the ectoplasm. The bomb must be thrown within 1d6+6 turns of consuming the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of skull thrower ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. A failed save indicates that the bomb goes off in the imbiber’s hand, dealing its damage to the imbiber. If the imbiber dies in this fashion, the imbiber rises again immediately as a Skull Thrower Ghost, with hit dice equal to half his level, rounded up.
Spectral Music Ghost: ?
Spectral Steed: ?
Stuck in Time Ghost: If a newly-risen ghost was slain by a ghost that is Stuck in Time, the new ghost must make a saving throw versus Spells; if he fails, he joins his maker in whatever vignette of death and mayhem the creator is stuck.
Tasked Ghost: This ghost died with an unfinished task that now ties it to the mortal plane. This might be something as simple as making a journey from one side of the road to the other; or making a journey home from across town; or seeing their little child one last time. The task might be great and monumental, such as building a great pyramid; seeing that the rightful heir is placed on the throne of a kingdom; or even building an empire.
Thunder Ghost: Also known as a Storm Ghost, this ghost’s mortal form died during a great thunderstorm, as the result of weather magic, or at the hands of a djinn or other creature with the powers of thunder and lightning.
Four ounces of thunder ectoplasm enable the imbiber to emit a thunder strike equal to that of the ghost that provided the ectoplasm. The ability to emit the thunder strike lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of thunder ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the thunder explodes inside the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw.
If he dies through this damage, he rises again 24 hours later as a Thunder Ghost with hit dice equal to half his level, rounded up.
Trickster Ghost: Having had a miserable if not outright horrific family life while living, this ghost likes to take on the appearance of the recently deceased and haunt their still-living loved ones in order to cause grief and suffering.
Four ounces of trickster ectoplasm enable the imbiber to polymorph into a specific individual that he has studied or personally known for at least one week. The physical semblance is perfect, down to facial features, mannerisms, and voice, though the imbiber knows no more of the target than he has learned during his study or acquaintance. The effect lasts for one day per hit die of the ghost that provided the ectoplasm.
When the effect ends, the imbiber must make a percentile roll against the total number of ounces of trickster ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber is permanently stuck in the new form he has taken on; if he dies while in the new form, he rises again 24 hours later as a Trickster Ghost with hit dice equal to half his level, rounded up.
Unwitting Ghost: ?
Vengeful Ghost: ?
Wandering Ghost: This ghost is cursed to wander the Earth, unable to remain in any one place for any length of time.
Warning Ghost, White Lady: Warning Ghosts often arise because of the tragic nature of their deaths, usually involving murder, treachery, deceit, adultery, or treason.
For example, the ghost of a merchant who was slain by bandits along a lonely stretch of road might appear to travelers to warn them when bandits are in the area; or might appear to the bandits, to try to dissuade them from their banditry. The ghost of a noblewoman who was murdered by her husband for her infidelity might appear to a woman who is about to have an adulterous liaison; or might appear to a woman whose husband is about to have an adulterous liaison. The ghost of a woman who died of disease might appear to a person who has contracted a disease, or whose loved ones are diseased. The ghost of a man who was murdered might appear to a person who is about to be murdered, or to the person who is about to commit the murder. The ghost of a sea captain who died setting out to sea in choppy waters might appear to sailors who are about to encounter a storm; and so on.
Wind Ghost: Also known as a Rain Ghost, this ghost’s mortal form died during a great windstorm or rainstorm, as the result of weather magic, or at the hands of a djinn or marid or other creature with the powers of rain and wind.
Four ounces of wind ectoplasm enable the imbiber to emit a gust of wind equal to that of the ghost that provided the ectoplasm. The ability to emit the gust of wind lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of wind ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the wind tears apart the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. If he dies through this damage, he rises again 24 hours later as a Wind Ghost with hit dice equal to half his level, rounded up.

Skeleton: Ghost Generator magic item.
Zombie: Ghost Generator magic item.

Remove Curse: If the ghost is a Cursed Ghost, Embodied Ghost, Guardian Ghost, or other ghost with a cursed limitation, it might remove the cursed limitation, freeing the ghost from its duress vile. Refer to those ghostly special abilities for more details.
The reverse of the spell, bestow curse, can be cast upon the body of a being that died within the last turn (10 minutes); if the body fails a saving throw versus Spells, the soul of the body is dragged back from wherever it was heading and is respawned as a ghost, with hit dice of half its original level, rounded up. Note that the spell provides no control by the caster over the Cursed Ghost, but the spawned ghost can not attack the one who bestowed the curse.
The reverse of this spell can also be cast upon a ghost, in order to force it into an object and thus trap it there as an Embodied Ghost, or to subject the ghost to some other ghostly limitation. If the ghost fails it’s saving throw versus Spells, it is gains the new limitation.

SPAWN GHOSTS (REVERSIBLE) [NEW]
Level: Cleric 4, Magic-user 6
Duration: Permanent
Range: 60’
This spell causes the soul of the recently deceased to rise again as ghosts under the control of the caster. The undead can be ordered to follow the caster or remain in the area and complete such orders as they are given. The unfortunate souls remain ghosts until they are destroyed or until the caster dismisses them, freeing the soul to return to its final resting place. The caster must be within range to dismiss the ghosts.
The caster may spawn a number of hit dice of ghosts equal to his level, though he is also limited by the hit dice/levels of the souls of the corpses he has available. A cleric may call back the soul of a deceased being that has been dead for no longer than one week for a 7th or 8th level caster; one month for a 9th or 10th level caster; one year for an 11th or 12th level caster; 10 years for a 13th or 14th level caster; 100 years for a 16th to 20th level caster; and 1000 years for a caster of 21st level or greater. A magic-user may call back the soul of a deceased being that has been dead for no longer than one week for an 11th or 12th level caster; one month for a 13th or 14th level caster; one year for a 15th or 16th level caster; 10 years for a 17th or 18th level caster; 100 years for a 19th or 20th level caster; and 1000 years for a caster of 21st level or greater.
A prospective ghost’s hit dice is limited to the level the soul possessed in life; if spawning a ghost from an animal or monster corpse, it is limited to the hit dice it possessed in life.
A soul gains a saving throw against being spawned as a ghost only if it was Lawful (Good); if the saving throw succeeds, the spawning fails, and that soul can never be brought back as a ghost. Spawned ghosts have the usual chance of possessing ghostly special abilities.
The reverse of this spell, destroy ghosts, can be cast to instantly destroy one or more ghosts, up to a total hit dice equal to the caster’s level, within range and within a 30’ diameter circle. The lowest hit die ghosts are affected first, then higher hit die ghosts. All ghosts get a saving throw versus Spells; if the save fails, they are instantly and permanently destroyed. If the save succeeds, they cannot be targeted by this spell cast by the same caster until after the next sunset.

Cursed Scroll of the Unholy Spirit: This cursed scroll, when read, requires the reader to make a saving throw versus Spells; failure indicates the reader is immediately slain and rises again one round later as a ghost of hit dice equal to half the deceased’s level, rounded up. The new ghost is a Cursed Ghost (see Ghostly Special Abilities), with the usual chances of having further ghostly special abilities.

Ghost Generator: This large device traps the souls of those who perish near it, ripping apart the souls and combining them with energy from the Negative Energy Plane to create ghosts. A ghost generator has a power rating of 1 to 10; this indicates the largest hit die ghost it can create using soul energy. The power rating is also the range in hundreds of feet of the soul-capturing ability of the ghost generator, i.e., 100 to 1,000 feet. Any intelligent being with a soul that dies within that range must make a saving throw versus Spells; if the saving throw fails, the soul of the being is trapped in the ghost generator. Lawful (Good) beings get a +4 bonus to the saving throw. As long as the ghost generator has souls in it, it is operational and can generate ghosts.
Every round the ghost generator is operational, roll a d6; on a 1-3 nothing happens that round; on 4-6 it creates a Presence (1 HD ghost). If the roll is a 6, roll again; on a 4-6, it creates an Apparition (2 HD ghost) instead of a Presence; as long as you continue to roll a 4-6, increase the hit die of the ghost by one and roll again, and roll again if the roll is a 6, until you do not roll a 4-6, or you reach the power rating of the generator, or you run out of soul levels in the generator. Each ghost generated drains its number of levels or hit dice from the level or hit dice of the soul that has been held the longest by the generator. When that soul has all its levels or hit dice drained, it is destroyed, and that being cannot be raised or resurrected short of the application of a wish.
If the soul currently being drained died in a manner applicable toward the creation of a ghostly special ability, or otherwise possessed its own pertinent abilities (such as the soul of a red dragon and the Fiery Ghost ability) roll normal chances to see if the ghosts generated possess that special ability; otherwise, generated ghosts have no additional ghostly special abilities.
Ghost generators vary greatly in appearance. Some are large gem-encrusted metal spheres glowing with a crackling aura of black energies; others are great towers made of bones and skulls buried in shadow; some are thick stone statues of demonic mien with glittering eyes for gems; and still others appear to be gargantuan writhing masses of flesh and blood (these last can also generate skeletons and zombies). Some are still controlled by their creators, who control the ghosts created by the ghost generator; most are long abandoned by their creators, who are long dead (and perhaps were transformed into ghosts by their creation), and are running on automatic, filling the dungeon with random ghosts…

Ring of Wraiths: This smooth ring appears to be made carved from solid smoky-black obsidian; glittering silver words in an unknown tongue arc like electricity within the torus of the ring. The wearer may use the ring to become ethereal, as per oil of etherealness, at will; the journey there takes one round, and back again takes but one round. Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.
No wraith can ever attack a wearer of the ring of wraiths; the wearer gains a -2 bonus to Reaction checks with wraiths. The wearer of the ring of wraiths may attempt to take control of any wraith within 60’; the wraith falls under the ring wearer’s complete dominion if it fails a saving throw versus Spells. If the wraith succeeds in his saving throw, the ring can never control that wraith. The wearer of the ring of wraiths can maintain control of one wraith for every hit die (not level) he possesses; if he already controls as many wraiths as possible, he may dismiss one from his service to attain the domination of another.

Robes of Etherealness: These magical hooded robes are designed to be worn by a cleric, druid, magic-user, or elf (of the elf racial class). They operate in everyday fashion as per a cloak of protection, providing the wearer with magical bonuses to Armor Class and saving throws.
The robe also enables to wearer to become ethereal, as per oil of etherealness. The duration is 1d6+6 turns, though the wearer can end the effect earlier simply at will, and the transference from Material Plane to Ethereal Plane takes but one round, not three rounds. Each use of the robe in this manner uses 1 charge.
A robe of etherealness has a number of charges equal to its bonus multiplied by 5. For every 5 charges used the magical bonus of the robe decreases by 1 point. Once the ethereal charges drop to 0, the robe becomes a normal non-magical robe.
These robes often offer superior protection than simple cloaks:
Robe of Etherealness Bonus
D100 Bonus
01-40 +1
41-70 +2
71-90 +3
91-97 +4
98-00 +5
Anyone not of the cleric, druid, magic-user, or elf class who wears the robe gains the normal protection bonuses of the robe; if he learns the ethereal properties of the robe, he may attempt to use them, though proper use is not certain. The wearer must make a saving throw versus Spells each time he uses the robe to go to the Ethereal Plane; if the saving throw succeeds, the transfer is completed normally. If the saving throw fails, something goes wrong… perhaps horribly wrong.
Robe of Etherealness Saving Throw Failure
Failed by What Happens
1 to 3
Nothing; one charge is used and the robe fails to take the wearer to the Ethereal Plane.
4 to 6
Cosmic Backlash; magical energy arcs all around the wearer from the robe, draining 1d6 charges, causing a like number of d6s in damage to the wearer, and blinking the wearer for a like number of rounds to a random nearby location.
7 to 10
Wearer is transported to the Ethereal Plane, but finds out when he attempts to return that it was a one-way trip, as the robe has permanently lost its magic…
11 to 15
Wearer is blasted through the Ethereal Plane into a nearby plane other than the Material Plane.
16+
The wearer dies instantly, horribly, and spectacularly, and rises again immediately as a ghost of hit dice equal to half his original level, rounded up. For the first 2d6 turns of his existence he is in a maddened state, seeking to slay or destroy anything encountered in and on the nearby Material and Ethereal Planes.
 
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In the Shadow of Mount Rotten

In the Shadow of Mount Rotten
Labyrinth Lord
Goblin Skeleton: ?
Orc Skeleton: ?
Goblin Zomie: ?
Hobgoblin Skeleton: ?
Orc Zombie: ?
Hobgoblin Zombie: ?
Orc Ghoul: ?
Ghoul: Slain victims of an orc ghoul are eaten, or rise as ghouls the next night.
 
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LL Monster Cards Set 1

LL Monster Cards Set 1
Labyrinth Lord
Skeleton: ?
Zombie: ?
Ghoul: ?
Wight: Successful hit causes Level Drain 1 level/hit die from victim, no saving throw. If reduced to level 0, victim dies and becomes a wight themselves in 1d4 days.
 
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LL Monster Cards Set 3

LL Monster Cards Set 3
Labyrinth Lord
Wraith: Successful hit drains 1 levels + damage PCs who reach 0 levels become specters themselves and must obey the master.
Vampire: Hit drains 2 levels + damage. PCs who reach 0 levels become vampires themselves and must obey.
Spectre: Successful hit drains 2 levels + damage. PCs who reach 0 levels become specters themselves and must obey the master.
Mummy: ?
 
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Lesser Gnome's Creature Catalog

Lesser Gnome's Creature Catalog
Labyrinth Lord
Restless: Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living.
Malice: Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice
The Malice is the second stage in the undead cycle.
This entity has shed its weak restless sinews and gained a focused and evil preternatural mind.
 
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Mad Monks of Kwantoom

Mad Monks of Kwantoom
Labyrinth Lord
Spectre: ?
Wight: ?
Vampire Kitsune: ?
Shadow: ?
Skeleton: ?
Undead: Magic Effects 86-90
Ghost: ?
Groaning Spirit: ?
Vampire: ?
Vampire Cleric: ?
Vampire Magic-User: ?
Vampire Monk: ?
Rolong: Rolong are magically constructed undead creatures akin both to golems and to ghosts.
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time.
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. A manual of rolongs is worth 2,000xp and 15,000gp. It requires 20,000gp and 15 days for a rolong with full hit points and can be read both by clerics and magic-users. Characters from other classes touching a manual of rolongs will suffer 5d4 points of damage from opening the work.
Tanwo: Once a victim is paralyzed, the tanwo forfeits its sword attack and begins to chew on them in order to feed itself, causing d4 damage per round of such treatment. When a victim dies because of these bite wounds, it rises from the dead as a tanwo itself d4 rounds later.
Zulang: Zhulang spirits are undead creatures risen from the grave of exceptionally greedy and covetous humanoids.
 
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Myrkridder – The Demonic dead

Myrkridder – The Demonic dead
Labyrinth Lord
Myrkridder: Myrkridder are intelligent undead animated through magical means, usually by a necromancer exhuming a corpse or assembling one from other bits of corpses, and either by calling back the spirit that once occupied the corpse or by summoning a different fiendish spirit, devil, or demon to animate the assembled corpse.
The vast majority of myrkridder spirits are summoned from Hell or one of the other Underworlds of the Damned. These Evil souls are usually quite happy to be dragged back to the world of the living, even in service as an undead creature enslaved to their creator, as this means they are no longer being tormented, and can often act in the evil and vile ways that they enjoyed in life. Souls condemned to one of the more neutral afterlives could be called back, but would be more free-willed and more likely to resist the control of their maker. Some necromancers, if they trap the soul of a recently deceased Goodly person ere it goes to its rightful reward, can magically force the Good soul into a corpse and compel it to serve them as a myrkridder; these accursed beings live a virtual hell on earth, forced to do the vile bidding of their unnatural master.
Most myrkridder are created from humans; a few are created from elves, while dwarf and halfling myrkridder are virtually unknown.
Myrkridder Carrion Steed: Hestermorth myrkridder outrider special ability.
Once per night a myrkridder outrider has the ability to kill a horse (or horse-like animal that can be used as a mount) with a mere touch; the horse rises again as a carrion steed 1d3 rounds later. Carrion steeds created this way are destroyed with the light of the next sunrise.
Myrkridder Champion: Myrkridder champions are myrkridder soldiers and sergeants who have risen through the ranks or were prominent villains in their mortal lives; some were created from the body parts of the most despicable villains and animated by the spirit of a potent devil or demon.
Myrkridder Hag: The only common female myrkridder are myrkridder hags, created by necromancers with certain unnatural lusts beyond even those common to their kind. These are usually the animated bodies of once-beautiful women; some were witches or sorceresses in life, returned to serve a new master, others courtesans or noblewomen animated by the spirits of devils or demons.
Myrkridder Minstrel: Myrkridder minstrels are special myrkridder, in their former lives bards, skalds, minstrels, troubadours, or other musically-inclined entertainers of little to great talents.
Myrkridder Myrkulf: Myrkulfs are a horrible form of undead that combines body parts from humans and dire wolves, infused with the magical essence of werewolves and the blood of trolls.
Due to the methods and rituals involved in their creation, myrkulfs can pass on the werewolf lycanthropic disease to those whom they have damage, as per any normal lycanthrope.
Myrkridder Outrider: ?
Myrkridder Sergeant: In life, myrkridder sergeants were warrior noblemen, robber barons, and other mid-level villains of some talent, wealth, and status.
Myrkridder Soldier: They are the animated corpses of common soldiers and rabble, their vile souls summoned back from Hell to do their creator’s bidding.
Most are inhabited by the souls of brigands, thieves, ruffians, and ne’er-do-wells, though a few are of more elevated origins, such as noblemen or infamous outlaws, and like to remind their fellow myrkridder and their victims of their high-society or famous status.
Purple Svein: PURPLE SVEIN was a poisoner in life; he was slain by application of large quantities of the same poison he used to kill his victims.
Finnbogi the Flayed: FINNBOGI THE FLAYED was a cannibal and murder, flayed to death for his crimes.
Janglebones: JANGLEBONES had lost most of his flesh before he was animated.
Arkyn the Ancient: ARKYN THE ANCIENT died of old age and got away with his terrible crimes unpunished during his lifetime.
Garm the Wolf: GARM THE WOLF literally has a wolf’s head; his creator discovered the body of a mighty but headless warrior and his dire wolf companion in a barrow, and decided to have an interesting experiment.
Goldbelly: GOLDBELLY was a greedy glutton in life, and was put to death for embezzling from his chieftain.
Grimhilda: GRIMHILDA was thought to be a witch, but really she was merely an old gossip who used her knowledge to blackmail her neighbors. They had her condemned as a witch and had her body staked in a bog to keep it from rising as a draugr. Some of the magic of other nearby staked witches passed on to her ere she was brought back as a myrkridder.
Crow Killer: CROW KILLER was a wild-man who killed anyone foolish enough to pass through his fells; eventually the local lord and his men caught up with his and hung him for the crows.
Pete o' the Bog: PETE O’ THE BOG is a bog myrkridder; in his case he was a cultist of Loki who stole from his priest and ended up being a sacrifice, tied and drowned in a bog.
Lovely Varskuld: LOVELY VARSKULD was the concubine of a chieftain who sought to rise higher by killing her master’s wife; she failed, was caught, and was punished by being torn apart by oxen. Her necromancer master re-assembled her, hoping to create a paramour, but her damned soul ripped from Hell was too drear and evil even for him.
Garth the Heartless: GARTH THE HEARTLESS was a fallen paladin of Hermod; he was a giant of a man, given to great mirth and kindness, ere he fell to the wiles of an enchantress. He was slain by his paramour’s enemy, the necromancer who now commands him as a myrkridder champion. His master carved out his heart, which still had a glimmer of hope and goodness, and keeps it in a magically locked and trapped box in a hidden crypt. In place of the heart, in the open wound, Garth now carried a jar holding a cackling imp who mocks the former paladin with the recitation of his sins merely for his master’s amusement.
Einar the Angry: EINAR THE ANGRY was a member of a band of outlaws; he rarely followed orders, and ended up getting himself and several of his companions killed when he didn’t retreat when he was ordered to do so.
Eirik the Odious: EIRIK THE ODIOUS was a most unpleasant man in life; he was an inveterate molester, buggerer, and rapist of anyone and anything he could get his hands on. The law finally caught up with him and he was thoroughly broken on a wheel. His shattered body was mostly re-assembled by his master, though the bits he valued most had been cut away and burnt to ashes by his executioner. He makes for a bitter, angry myrkridder; he walks in a disjointed way, with many a creak and clatter, as his bones never really fused together well with the necromantic ritual.
The Spider: THE SPIDER was a strange experiment; his creator thought perhaps he could get more use out of a single myrkridder with a human body, four human legs, four human arms, and the head of a giant spider, and so one was assembled, with a bestial demon summoned to inhabit the corpse.
Audolf: AUDOLF was a noble warrior, part of a warband, though he was craven and cowardly fled from a battle that got his chieftain’s son killed. As punishment he was buried alive in a barrow; too cowardly to kill himself, he drank barrow water and ate rats and the rotting flesh of the barrow’s inhabitants until he slowly died from lack of fresh water and real food.
Big Bruin: BIG BRUIN was a werebear in life; as a myrkridder he is eternally cursed to be caught in the form of a half-man, half-bear, with blood-matted fur, great fangs, and terrible claw-like hands. He betrayed his clan to his necromancer master for gold and power; he just did not understand what the “power” offered by his new master meant.
Jigsaw: JIGSAW is stitched together from dozens of different bodies and is inhabited by a potent demon; he has a few too many fingers, a couple of odd eyeballs in strange places, and a second face in place of his genitals.
Wee Jack: WEE JACK was merely a child of 10 years when he was staked; what crimes he committed none know, not even his master, but the terrible smile that crosses his face when he is asked makes even hardened myrkridder shudder in fear.
Black Andras: BLACK ANDRAS was a midwife who amused herself by ensuring the stillborn-births of women she disliked. She was drowned in a bog for her crimes.
Storr the Mighty: STORR THE MIGHTY was a great outlaw chieftain in life; he now serves his master as a champion.
 
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Petty Gods

Petty Gods
Labyrinth Lord
Ghoul: Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.
Ghast: Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.
Kahladaht: Kahladaht the Once Deified was once a great knight in the service of a god of law and virtue. During a crusade in a foreign land Kahladaht was tricked by a necromancer into slaying the avatar of his own god during an execution. Upon realizing what he had done the knight wandered into the desert. There he dwelt for forty days attempting to repent for his sin. In the end his god was unforgiving. Kahladaht, lost, now thought only of revenge. He sought the necromancer out, but in his fragile state of mind was seduced by the necromancer’s honeyed words. Kahladaht served the necromancer until he was slain in battle, after which he was brought back as a powerful undead being to serve his new master for eternity. Kahladaht, however, grew ambitious and struck his master down, claiming his keep and undead legion for himself. The undead knight spent years studying the forces of necromancy and cults related to the dread practice. In doing so he discovered some of the secrets of immortality, and indeed divinity. From a demon prince, he learned a secret which allowed him to siphon some level of power from the goddess of death. He had secretly stolen enough power to nearly become a true god, but the followers who flocked to him upon acquiring such power also attracted the unwanted attention of adventurers and would-be heroes. One of these bands was able to perform a ritual in an ancient palace known as “Where Angels Fear to Tread.” It alerted the goddess of death to Kahladaht’s scheme and he was stopped. Some of his power was taken from him at this time and he was left a broken and petty god, always ambitious and seeking more power.
Nyctalops: ?
Vampire: It is also rumored that it is Nyctalops, not Ambrogio*, who is truly the first vampire.
* According to The Vampire Bible, Ambrogio was the first vampire, cursed jealously by Apollo for Selene’s affection.
All those who find themself lost, both literally and figuratively, are his “children,” and he is their “father.” When the moon is bright, he stalks the fields in search of those who have gone astray and “leads” them (willingly or unwillingly) back to his home Aloas—a grotto set high in a dark cliffside. It is there he forces his children to drink his lunar wine (fermented from the blood of the moon) from a battered chalice forged of alien metal (akin to silver). Any living creature taking a sip of this wine must save vs. death or be turned into a vampire (with an additional save required for each additional sip).
Hedel Man: Those with the wherewithal to resist her gaze will still have to contend with Xinrael’s hedel-men entourage, a motley assortment of humanoid, rotting fruit-folk brought to un-life by the necro-vivimantic properties of her divine sputum.
Bogling, Bog-Standard Bogman: Bog-standard bogmen are the remains of people who died after a long struggle to get unstuck from an ignominious death in swamps or tar pits. Just as the torches of the search parties disappeared into the surrounding mire, they squeaked a last, pathetic plea for salvation and were summarily instilled with a mote of blasphemous quintessence of the god of that bog (known in some locations by the name “The Bogfather”). As years of erosion or human activity sometimes results in a situation in which a bogman becomes uncovered again, it will finally rip itself free of its prison as the first rays of moonlight touch it. A bogman desires to find living souls to take its place beneath the muck; and any humanoids it places there will rise in a similar manner the next night.
Bogling, Hanged Bogman: Criminals in some areas are often hanged and given over to The Bogfather (a dark, petty god of swamps and coal), or to other gods of the bog, as a form of eternal punishment. However, sometimes a soul escapes the cool reach of the bog god’s realm and returns to its body. Preserved in weird ways by the acids of the swamp waters, hanged bogmen resemble soggy mummies.
Gloaming: ?
Heartless Dead: These spirits are the remains of mortals who were subjected to ixiptla or sacrificial heart-extraction whilst alive.
Sepultural Wyrm Captive Spirit: Additionally, each wyrm holds 1d3 captive spirits of warriors still being digested (a process that takes decades) which they can spit forth in ectoplasmic form at will to serve them.
Skeletal Servitor: Skeletal servitors are created from the corpses of dead angelic servitors through a process known only to the inner circles of the gods; what is known is that an animate undead spell alone is not enough to create one.
Skeletal Servitor Dreambringer: ?
Skeletal Servitor Enflamor: ?
Skeletal Servitor Hunter: ?
Skeletal Servitor Messenger: ?
Skeletal Servitor Negator: ?
Skeletal Servitor Temple Guardian: ?
Tetsuizke: As she was the first head priestess chosen by Curdle herself to be the head priestess of the order, Curdle took pity on her in death. Curdle begged her father, Ywehbobbobhewy (Lord of Waters, etc., etc.) to beseech the Jale God to grant Tetskuize’s soul immortality on the godling planes. The Jale God challenged Ywehbobbobhewy to a game of Crown & Anchor, and as the game ended in a draw, the Jale God begrudgingly assented to partially fulfill the request: he made Tetskuize a lich whose phylactery (a small cheese press) is kept locked away somewhere secret on one of the godling planes.
Animated Fallen Warrior: Animate Fallen Warrior spell.

Animate Fallen Warrior
Level : 5 Magic-user
Range: 60'
Duration : 1 turn
Similar to the spell animate dead, this spell animates a number of recently deceased warriors (who died within the last turn). The number of warriors that may be animated is equal to the level of the spellcaster plus 1d6. Each animated warrior fights and saves as a 1 HD monster (with 1d8 hp). Like all undead, animated warriors are immune to sleep, charm, and hold, and they are susceptible to the effects of turning. Animated fallen warriors will remain animated until all their newly required hp are lost, or until 1 turn has passed (whichever comes first). This spell may only be used on any fallen warrior once, after which they will immediately be taken up by The Fallen One.
 
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