Wednesday, October 21, 2015

[Ghosts] Chlodwig the Friendly Ghost and the Uncles Three

The third installment in our Ghosts -- The Incorporeal Undead series is dedicated to Lost Souls, the most powerful of the Lesser Ghosts. In this instance, you get four ghosts for the price of one -- Chlodwig the Friendly Ghost and his guardians, the Uncles Three. A No-Prize to the first reader who recognizes the characters these ghosts are designed to emulate...

CHLODWIG THE FRIENDLY GHOST*
No. Enc.: 1 (1)
Alignment: Chaotic (Good)
Movement: N/A
   Fly: 240’ (80’)
Armor Class: 3
Hit Dice: 3********
Hit Points: 20
Attacks: 1 Touch
Damage: 1d6 plus Fear
Save: F3
Morale: 10
Intelligence: 12
XP: 170

Chlodwig is a lost soul, one of a number of such that wander the world, footloose and fancy-free, to pursue their hobbies – in Chlodwig’s case, to seek a normal childhood and family life. For during his childhood, Chlodwig was denied such by dint of being born a prince in a kingdom ruled by too many kings. The realm was divided by all the adult male descendants of the kingdom’s founder, and by their descendants, and so on, thus leading to much intrigue among the various petty princes and kings. Chlodwig’s father was the senior king of the day, and so the young prince was carefully kept hidden away from the dangers of court… until three of his uncles got wind of where he was hidden.

The uncles three – younger brothers of the senior king, from the same father but from a different mother – conspired against the young prince, and had a small army of assassins sent to the hidden chateau on a cold winter’s night. A loyal retainer fled with the boy, but became lost, and he and his young charge died of exposure, frozen on a mountainside. While the loyal retainer’s soul went on to his just reward, the soul of the young boy, never baptized and never having committed evil in his short, lonely life, was thereafter stuck in a ghostly limbo.

Upon discovering his son’s death and his brothers’ perfidy, the senior king had his brothers put to death in gruesome ways. A damnatio memoriae was pronounced upon them, and they were cursed to guard the soul of their nephew, wherever he might be (thought to be in Hell, as he had not been baptized). And the power of that curse, which damned the trio to walk the earth as ghosts to protect their nephew, also captured the soul of the boy, who is also now damned to walk the earth… until the father and his son are reunited again. As the father thought he would be reunited with his son in Hell – rightly believing he damned himself through fratricide – unfortunately for the boy, he now remains trapped in ghostly limbo on earth… perhaps forever.

Chlodwig appears much like a normal, if pale and wan 12-year old boy when he first arrives in an area. This is because he seeks to fit in with the local children. Unfortunately, as he becomes more comfortable, he forgets to keep up the fa├žade, and slowly transforms into his more usual form, that of a ghostly, misty humanoid figure; unlike most such ghosts, Chlodwig has legs, in both his human form and his ghostly form.

ORGANIZATION: Chlodwig usually likes to get away from his uncles and have fun, seeking out children to play with, as he never got to play with other children in his lifetime. As he is a Friendly Ghost, a Daywalker, and a Lifelike Ghost, it is often easy to find children to play with, but then, when something goes wrong (as it inevitably does) and his true nature is revealed, things often get ugly – even when the children are not concerned about their new friend’s origin, their parents and local clergy often are.

On occasion, when he finds a likely set of adults, he tries to ingratiate himself to them so that he can “adopt” them as surrogate parents – knowing full well that his uncles are not the best parental figures. This usually goes as well as his attempts to set up friendships with other children. Being a Friendly Ghost, he is much easier going on those who deny him friendship and guardianship, though through his eagerness to try to prove his worthiness through his clumsy attempts to be helpful might cause them even more grief than a good, quick fright…

And invariably, successful in his endeavors or not, usually around nightfall a day or three into his new adventure, his uncles show up to ruin everything, and Chlodwig has to move on to seek new friends elsewhere, causing the whole cycle to begin again…

Now and again for extended periods of time Chlodwig and his uncles set up house in an old, run-down manor, perhaps with a handful of other ghosts, seeking companionship in like-kinds. Often under such circumstances Chlodwig is joined by a goodly young-looking hag and a friendly fallible fiend, old allies gained during the many misadventures he has had over the centuries.

TREASURE: Chlodwig has little care for gold or other treasures; he has a few small belongings, such as scraps of clothes, hats, dolls, toys, and other things that children have given him over the years, decades, and centuries... these and the good memories they bring he values more than any gold or valuable treasure.

RANGE: Chlodwig can be found just about anywhere – usually he seeks friends and surrogate parents in small villages and towns, but he is not afraid to go into bigger cities. Ruined manors, however, are usually found in the borderlands and wilds, though a few such pre-haunted homes in cities are not unknown, and residents thereof would often welcome the young child-ghost, if be more reticent to welcome his uncles…

COMBAT: Chlodwig abhors violence – having known only peace and kindness in his living days, and seen too much violence in his afterlife. He generally flees into the Ethereal whenever anyone threatens him with violence. But if anyone threatens his new friends or family, he uses all the power and wits at his disposal – including the regrettable calling-in of his uncles, if need be – to protect them. Usually, after which, he must leave, once again, to go on his lonely eternal road…

CHILD GHOST (*): This ghost is the ghost of a child; note that while all ghosts with the Child Ghost special ability were children at the time of their death, not all children who become ghosts have the Child Ghost special ability, which is both a limitation of sorts as well as a special power.

This ghost upon first encounter usually seems quite normal and completely un-ghost-like; to all normal appearances, the Child Ghost looks like a young child age three to 12. The Child Ghost is always looking for a parent or guardian; mother or father, or perhaps an aunt or uncle, sometimes an older brother or sister. The child always asks if the encountered person is said parent, i.e., “Are you my mommy?” even if the gender and race of the one questioned is completely wrong. Answering affirmatively is the best possible answer; equivocal responses are usually OK; answering negatively and derogatorily is always bad…

If the answer is a forceful negative, the Child Ghost then reveals itself in horrible fashion, transforming from an innocent young child to a horrible, hideous ghostly thing in an instant. Viewers must make a saving throw versus Spells with a penalty equal to the hit dice of the ghost; failure indicates that they are affected with fear, as per the cause fear spell (use the Fear Effects Table, above). Thereafter the Child Ghost attacks with unbridled fury, gaining a +2 bonus to hit and damage. When the Child Ghost thereafter is first struck and suffers damage, it must make a Morale check; if it fails, it flees, transforming into the child form again and weeping uncontrollably. Otherwise it continues to attack.

If the answer is equivocal and/or a kindly negative (“I am not your mommy, but maybe I can help you?”), the Child Ghost continues its line of questioning with others present, each in turn, until it gets a negative answer or positive answer. If all are questioned with no unequivocal answer, it must make a reaction check. A positive reaction indicates that it wishes to play with those it questioned; a negative indicates an attack as above; neutral means it skips away humming a wordless tune, and will leave those it questioned alone.

A positive answer, even if apparently impossible, means the Child Ghost latches onto the answerer as firmly as any child who has lost a parent possibly can. Provided the answerer acts in all ways as the parent or guardian, and follows the ghost’s advice about what the ghost knows, the ghost remains happy; the ghost will even act to protect the new guardian, if the guardian was protecting the Child Ghost and is grossly endangered when doing so, provided the Child Ghost makes a Morale check. If defending its new guardian, the Child Ghost gets a +2 bonus to hit and to damage with its attacks. The Child Ghost also uses its abilities to help and impress its guardian, often to the guardian’s detriment, embarrassment, or danger…

Acknowledging that the Child Ghost is dead and a ghost causes the Child Ghost no grief; being a child, it simply assumes this is the way of things. It even knows that it “sleeps” by day and fades away in daylight (it always expects stories and kisses when it is time to “sleep”). However, if at any time the new guardian ever lets on that he is not truly the proper guardian, then the Child Ghost must make a Morale check; failure indicates it realizes the ruse, and its own self deception, and immediately attacks its erstwhile guardian.

DAMNED TO WALK THE EARTH (*): This ghost is particularly difficult to destroy, as its mortal sins not only deny its soul refuge in the Celestial Realms, it is also accursed by the Netherworld, and is rejected by the Hells whenever it is returned by being destroyed on the Material Plane.

Whenever this ghost is destroyed, is simply rises again the next night, at full hit points and with full power. There is only one way to permanently destroy this ghost; each ghost has a unique prophecy, legend, or myth surrounding its one means of destruction. This information might be commonly known, even among the local peasantry, or it might be all-but-lost information, locked away in some half-rotting scroll in a moldering, ruined library.

The means of allowing the ghost’s destruction are not impossible, merely often extremely difficult, or vaguely worded and thus readily misinterpreted. It might require the use of a specific weapon; it might require the last blow be delivered by the blood of the ghost’s original killer; it might require that the ghost be “slain by the hand of no man born of woman,” etc. If the means of destroying the ghost are fulfilled, then the ghost can be destroyed; sometimes the actions themselves destroy it, sometimes the actions merely allow it to be destroyed.

DAYWALKER (*): This ghost is equally at home in light and darkness, and does not fade into the Ethereal Plane in sunlight; it can move, act, attack, and use all its special abilities in daylight; and is otherwise unharmed by any form of light.

FEAR ATTACK (*): Any being struck by a lost soul must make a saving throw versus Spells or be affected as by the fear spell.

Spawn Ghost: 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).

FRIENDLY GHOST (*): Though Chaotic, this ghost is not Evil, and does not seek to slay and scare the living; rather, it is Good, and seeks to befriend the living and try to live a normal life. 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.

Lesser ghosts can choose to cause fear or remove fear with their touch; greater ghosts can choose to drain life or restore life, as per the restoration spell, with their touch. Or they can choose to do neither, and merely deal normal enervating/cold damage with their touch. Similarly, all of their Evil/death-oriented special abilities are balanced out by the reverse, a Good/life-oriented special ability (at the adjudication of the Labyrinth Lord)

Friendly Ghosts can sometimes be even more troublesome than normal, Evil ghosts, as they seek to engage in a normal life in a world that cannot accept their existence. Living folk who make a friend of a Friendly Ghost tend to have dangerous and often deadly adventures…

INCORPOREAL (*): All incorporeal undead share the following abilities, immunities, and weaknesses: Bodiless, Ectoplasm, Flight, Powerless in Sunlight, and Weapon Immunity (see below for specifics for the lost soul).

Weapon Immunity: Lost souls are unharmed by non-magical weapons, though they take full damage from silver and magical weapons.

LIFELIKE GHOST (*): This ghost does not at first or even second glance look much like a ghost; it seems to be quite living and solid, if pale and wan, and though its clothing seems out of date, it otherwise appears much as it did in life… and thus, can surprise the heck out of those not expecting to see a ghost! It may even act like it was alive, for a while, as long as those whom it has fooled are giving it something it wants…

Once the ghost does something decidedly non-life-like, such as taking off its head, walking through a wall, or transforming into a more terrifyingly ghost-like form and attacking, all viewers must make a saving throw versus Spells; failure indicates that they are so shocked by the revelation that they are surprised, and unable to act for 1d4 rounds, in addition to any other effects of the action.

UNDEAD (*): All undead creatures share the following abilities, immunities, and weaknesses: Infravision, Mindless, Poison Immunity, Silent as the Grave, and Susceptible to Turning.

THE UNCLES THREE*
No. Enc.: 1d3* (1d3*)
Alignment: Chaotic (Evil)
Movement: N/A
   Fly: 240’ (80’)
Armor Class: 3
Hit Dice: 3*******
Hit Points: 16 each
Attacks: 1 Touch
Damage: 1d6 plus Fear
Save: F3
Morale: 10
Intelligence: Frankie 13, Siggy 9, Lot 7
XP: 155 each

* Roll a d6; on a result of 3 or greater, all three uncles are encountered together.

Francoman, Sigobert, and Lothair – also known as Fat Frankie, Stinky Siggy, and Lot Long-Neck – are the ghostly uncles of Chlodwig, who damned themselves by forcing him out of his castle to die of exposure on a cold winter’s night. When captured by their half-brother, Chlodwig’s father, he had them killed in ironically horrible ways – Francoman, a notable glutton, known for passing out and drooling on himself in his cups, died after having large quantities of food stuffed down his throat; Sigobert, a drunken lout known for spending his days in a pipeweed stupor, was drowned in a vat of wine; and Lothair the Short, a popinjay who used fear to keep his men in line, and was always berating others for being “too damn tall,” died by being stretched on the rack. Their souls were then cursed to “forever protect their nephew, wherever he may be,” for it was thought that they would join him in Hell…

They ended up instead as ghosts, damned to walk the earth, and forever watch over their nephew, who had returned as a ghost.

All three ghosts appear in the classic “ghostly fashion,” that of a misty, somewhat ill-defined humanoid form. The only hint of clothing is the wispy liripipe-style fool’s caps their brother forced them to wear as they died; these seem as much a part of their body as anything. Fat Frankie is tall and wide and tinged slightly green; Stinky Siggy is of average, albeit fuzzy, height and build and is tinged slightly blue; and Lot Long-Neck is tall and very thin, and tinged slightly red (he turns a deeper crimson when he becomes Frightening). Unlike Chlodwig, the uncles do not have legs, their torsos ending in ill-defined tails almost as long as legs would be.

ORGANIZATION: The uncles three never liked one another much in life, and continue to argue and fight as brothers do in undeath. However, having grown up with an “us against the world” philosophy, they work together well enough when threatened by outside forces. They treat their burden to watch over their nephew like the curse it is, but have long since learned that to try to avoid it or somehow get around it causes them far more pain and grief than they ever imagined. And so they work together especially well when it comes to keeping their nephew out of danger… though they let him get into plenty of trouble, hoping he will learn to leave the mortals alone, but he never does.

TREASURE: Whenever the uncles three set up house in a ruined manor, they set up their rooms to best support their hobbies. Fat Frankie sets up in the kitchen and dining area, often kidnapping a local to cook meals for him; Stinky Siggy makes the salon and study his lair, surrounded by (usually empty) bottles of alcohol and wallets of pipeweed; and Lot Long-Neck sets up in the torture chamber (or some other subterranean locale), where he lines the walls with mirrors, the better to appreciate and practice his frightening looks.

RANGE: By necessity, the uncles three must follow Chlodwig wherever he goes, though they are often behind him by a day or three, giving him enough distance to get into trouble without getting into too much danger. They know that he cannot truly ever be harmed, as the conditions for putting him and themselves to rest – the father and the son being reunited in the afterlife – can now never come to pass. But the curse requires that they be there to extract him when his plans go most awry, and so they do, but never gladly, and often causing even more mayhem, destruction, and even death.

COMBAT: All three of the ghosts are Damned to Walk the Earth and have the Possess the Living ghostly ability and the Guardian Ghost limitation. Each of the uncles has additional special abilities and/or limitations: Frankie is a Hungry Ghost with the powers of Ectoplasmic Blast and Ectoplasmic Touch; Siggy is a Drunken Ghost and Pipeweed Ghost; and Lot is a Frightening Ghost and Keening Ghost.

DAMNED TO WALK THE EARTH (*): This ghost is particularly difficult to destroy, as its mortal sins not only deny its soul refuge in the Celestial Realms, it is also accursed by the Netherworld, and is rejected by the Hells whenever it is returned by being destroyed on the Material Plane.

Whenever this ghost is destroyed, is simply rises again the next night, at full hit points and with full power. There is only one way to permanently destroy this ghost; each ghost has a unique prophecy, legend, or myth surrounding its one means of destruction. This information might be commonly known, even among the local peasantry, or it might be all-but-lost information, locked away in some half-rotting scroll in a moldering, ruined library.

The means of allowing the ghost’s destruction are not impossible, merely often extremely difficult, or vaguely worded and thus readily misinterpreted. It might require the use of a specific weapon; it might require the last blow be delivered by the blood of the ghost’s original killer; it might require that the ghost be “slain by the hand of no man born of woman,” etc. If the means of destroying the ghost are fulfilled, then the ghost can be destroyed; sometimes the actions themselves destroy it, sometimes the actions merely allow it to be destroyed.

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.

A Drunken Ghost leaves behind trails and pools of skunked beer, vinegary wine, or expired spirits wherever it goes; usually of a single type, the last type it drank, or the favorite type it had in life.

A Drunken Ghost starts out the night sober, a terrible place for a dead man to be, and always seeks out the nearest alcohol; the Drunken Ghost can sense the nearest alcohol within a number of miles equal to its hit dice. If needs be it will kill to get it, but as even Chaotic (Evil) Drunken Ghosts often prefer to drink in company, it will be happy if its victims merely “share the wealth.”

The Drunken Ghost can “touch” a mug of beer, a jack of wine, or a shot of spirits; most prefer to lift the glass, tip it back, and seem to “drink” it when doing so, with the fluid merely passing through its body and splashing onto the floor. By doing this it strips the fluid of its alcohol and its taste and cures itself of 1 point of damage, or, if already at its personal maximum hit points, temporarily gains 1 hit point.

It also becomes drunker for every such drink it thus “consumes” above its personal hit point maximum. When the ghost reaches a point where each drink makes its hit points rise to a certain point above its normal hit point limit, it begins to get drunk:

At 1 hit point per hit die above the norm, it is Tipsy, and gets a +1 bonus to Morale.

At 2 hit points per hit die above the norm, it is Moderately Drunk, and gains a +2 bonus to Morale and a -1 penalty to hit in combat

At 3 hit points per hit die above the norm, it is Severely Drunk, and gains a +3 bonus to Morale and suffers a -3 penalty to hit in combat.

At 4 hit points per hit die above the norm, it “passes out” drunk, and “falls asleep,” gliding off to some corner to snore until sunrise.

ECTOPLASMIC BLAST (*): This ghost can shoot a line of slimy, sticky ectoplasm; sometimes the line is from the hands, often it is vomited forth from the mouth. Range is 10’ plus 5’ per hit die in a line 5’ wide. All those caught within the line must make a saving throw versus Breath Attacks; failure indicates that they are struck by the line of ectoplasm and covered in the sticky slime.

Those covered in the sticky, slimy ectoplasm are effectively paralyzed for 1d6 rounds per hit die of the ghost; all they can do is writhe around and try to scrape the slime off. It is a form of mental compulsion, as the mind of the victim rebels at the unnatural stuff stuck to him. The time is halved for each companion who helps to scrape the slime off of the victim.

Ectoplasm created by an Ectoplasmic Blast is a lesser form of ectoplasm, not useful for magical purposes.

ECTOPLASMIC TOUCH (*): This ghost’s touch attack, in addition to hit point damage and fear or drain life, also covers the victim in ectoplasm, as per the Ectoplasmic Blast, above. A target struck by an Ectoplasmic Touch must make a saving throw versus Breath Attack; failure indicates that they must spend 1d6 rounds per hit die of the ghost effectively paralyzed, as per Ectoplasmic Blast.

FEAR ATTACK (*): Any being struck by a lost soul must make a saving throw versus Spells or be affected as by the fear spell.

Spawn Ghost: 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).

FRIGHTENING GHOST (*): While all ghosts are scary, and lesser ghosts have innate fear attacks, a Frightening Ghost goes out of his way to try to frighten the living. They can quickly take on horrifying visages, make loud terrifying noises, and in general, cause fearful mayhem.

When a Frightening Ghost de-lurks from the Ethereal Plane and surprises a victim, the victim must make a saving throw versus Spells; failure indicates the victim is subjected to cause fear, with the appropriate results, in addition to the normal surprise.

When a Frightening Ghost transforms from its mundane form to its horrific ghostly form, the transformation is so sudden and horrific that viewers must make a saving throw versus Spells; failure indicates that they suffer from cause fear, as per cause fear (use the Fear Effects Table, above).

Touch attacks of greater ghosts who are Frightening Ghosts also have a chance to cause fear, as per the spell, in addition to its normal level drain effects.

A Frightening Ghost is also able to create a cone of fear, as per the magic-user spell, once per day per hit die, through keening, shrieking, moaning, groaning, or sepulcherous laughter.

The victims of any of the Frightening Ghost’s cause fear and cone of fear attacks suffer a penalty to their saving throw equal to the hit dice of the ghost; powerful Frightening Ghosts can literally scare their targets to death! If the Frightening Ghost is also a Keening Ghost, this modifier does not apply to the save against the Keening attack.

Fear effects from a Frightening Ghost’s fear abilities last for one hour per hit die of the ghost (hardcore) or one turn per hit die of the ghost (casual).

GUARDIAN GHOST (L): This ghost is cursed to act as the guardian of a person, place, or thing. The ghost must use all its abilities to protect the thing it guards, and cannot ever harm it, or cause it to be harmed. There may be other limitations and requirements, depending on the nature of the charge.

For example, the ghost of a cleric who defiled an enemy shrine might be cursed to guard the shrine from other defilers, but must allow all rightful worshipers to worship unmolested. The ghost of a wizard who stole scrolls from a library might be cursed to guard the library from all comers, or might be required to allow those with the proper password through. The ghost of a black knight who angered a powerful wizard might be cursed to guard a certain bridge, ensuring that none shall pass. And so forth…

As this is a curse, the curse may be lifted by the casting of a remove curse spell upon the ghost, though it will resist this with all its abilities, as this is considered harming its charge. If the ghost makes a saving throw versus Spells, the curse is lifted permanently; otherwise the curse remains.

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. Such things are up to the Labyrinth Lord.

HUNGRY GHOST (L): 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.

As a ghost, the Hungry Ghost seeks to eat food, and always tries to gorge itself whenever food is present. It has the ability to lift food with its ghostly hands, and place it in its ghostly mouth, where the ghost tries to eat it, but there the ability to manipulate the food ends, as the food, un-masticated by the ghostly manifestation, simply falls through its pseudo-material body, and falls onto the floor covered in ectoplasm (one ounce of ectoplasm per pound of food).

When food is not available, a Hungry Ghost might seek to turn “cannibal,” slaying the living to try to eat their flesh and drink their blood… while this does not sate them, their manifestation form can become covered in the blood of the recently living, and the flesh and bones of the recently living that pass through their pseudo-material form will exhibit have tooth and bite marks, but no flesh will have been eaten.

Hungry Ghosts remain hungry throughout eternity. Even the life energy they drain gives their hunger no surcease, as they gain nothing from it. This is a curse, but it is a powerful curse that no mortal magic short of a wish could lift.

INCORPOREAL (*): All incorporeal undead share the following abilities, immunities, and weaknesses: Bodiless, Ectoplasm, Flight, Powerless in Sunlight, and Weapon Immunity (see below for specifics for the lost soul).

Weapon Immunity: Lost souls are unharmed by non-magical weapons, though they take full damage from silver and magical weapons.

KEENING GHOST (*): This ghost can keen, shriek, scream, moan, groan, laugh, or make some other appropriate horrible vocal noise.

Any living being within 30’ when the ghost keens must save versus Spells; failure indicates the victim dies instantly from fright.

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.

The ghost may keen once per night.

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…”

Whatever type of ghost this ghost might be, it always has a wispy, smoky, fuzzy quality to its appearance, much like one might imagine a ghost made of pipeweed smoke might look like. It is always accompanied by the scent of pipeweed, of whatever quality and type it was smoking when it died, or of its favorite types.

A Pipeweed Ghost can pipe stride; that is, it can pop into one pipe and pop out at any other pipe the next round, provided the target pipe is within 600 feet (and the target pipe is not in daylight). This also applies to cigars, cigarettes, hookahs, bongs, and all other smoking apparatus.

A Pipeweed Ghost has a special attack; once per day per hit die it can breathe out a cloud of smoke. This cloud not only smells like rotten pipeweed of the lowest quality, it also conforms in most respects to the cloudkill spell, cast as though by a magic-user of a level equal to the hit dice of the ghost. The instant kill effect is limited to beings of half the ghost’s hit dice, rounded up, and the overall effect lasts for one turn per hit dice of the ghost.

POSSESS THE LIVING (*): This ghost can possess the body of a living being, controlling it while the soul of the owner of the body is stuck within watching in horror the things the ghost does with their body. This operates much like the magic jar spell, except the range is 10’ per hit die of the ghost. The ghost can attempt to take possession of a living being a number of times per day equal to its hit dice.

When the ghost attempts to take over a body, the target gets a saving throw versus Spells; if the save fails, the ghost possesses the victim’s body, and the victim’s soul is trapped in his body, powerless to act but seeing, hearing, and feeling everything done by his body. The possession continues as long as the ghost desires; the only way to force the ghost out of the body is to exorcize it.

When the possessed body is slain (having the hit points of the original owner), the ghost must flee the body. If the body of a possessed victim is slain while possessed, the victim must make a saving throw versus Death; a failed save indicates that the victim rises again 24 hours later as a ghost of hit dice equal to his level, though no greater than the hit dice of the possessing ghost.

Normally a ghost cannot walk out into sunlight, but sunlight has no effect on a ghost possessing a body. While possessed by a ghost, a body has no need to eat, drink, sleep, or even breathe air, and lack of these things does not harm the body.

UNDEAD (*): All undead creatures share the following abilities, immunities, and weaknesses: Infravision, Mindless, Poison Immunity, Silent as the Grave, and Susceptible to Turning.


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