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 façade, 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.