Spectral Minion

<note: perhaps, revise/expand, with lore from the DL series>

by Ted Nasmith

FREQUENCY: Very rare
NO. APPEARING: 1d40 or more
ARMOR CLASS: 2
MOVE: 30"
HIT DICE: Varies
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 0, 1 or 2
DAMAGE/ATTACK: Varies
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better to hit
MAGIC RESISTANCE: 20%
INTELLIGENCE: Standard <Average>
ALIGNMENT: Varies
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
    Philosopher: 525 + 8
    Reveler: 525 + 8
    Searcher: 525 + 8
    Guardian: 900 + 14
    Warrior: 900 + 14
    Berserker: 900 + 14

Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests.
Even in death,
spectral minions are bound to the vows or quests placed upon them when they were alive.
Every day,
they must relive the events leading to their deaths,
trying to fulfill their vows or quests.

Outdoors,
spectral minions must stay within 1,000 yards of where they died.
Indoors,
they must say in the corridor or room where they met death.
On very rare occasions where the quest was to perform an act within an area,
they are free to roam within the area.

Spectral minions can only inflict damage if they died holding weapons.
Such weapons becomes <> a part of them.
The weapons and the spectral minions disappear forever if the minions' vows or quests are fulfilled or if a spell is cast to remove their curse.

Spectral minions appear as they were in life,
but they are almost transparent.
While spectral minions are hard to tell apart,
they seem to fall into six general categories:

Berserkers: Some agents of evil are driven into a berserking frenzy when they become minions.
This happened in many cases during the Cataclysm.
These beings have rebelled against their quests and have no hope of ever being freed from their charges.

Guardians:

These minions were quested to guard some passage or object.
Usually they require only a password or signal to allow a person to pass safely.
Unfortunately,
everyone who knew the password is usually long since dead.
Guardians are always honest and good spirits endeavoring to complete their assigned task.
Once the password is correctly given,
they are freed of their responsibilities.

Philosophers: Philosophers love libraries and books and can spend decades studying the nuances of a single book.
They usually attack an intruder only if their honesty is questioned.
Philosophers can be of any alignment.
Often they are found in groups of two of more engaged in heated debates.

Revelers: This minions revel through the halls and places to which they are tied.
They are often found dancing madly or laughing in groups while drinking spectral ale.
They dine gluttonously and play parlor games.
Their frolicking has a dangerous,
hypnotic effect on mortals who see them.
Often adventurers are drawn into these revels.
These unfortunate mortals dance uncontrollably,
losing Strength and will power,
and become spectral minions unless someone rescues them.

Searchers: These armed minions of evil stalk their haunts,
forever searching to fulfill their quests.
These minions are very dangerous,
for they will destroy anything that stands between them and their goals.

Warriors: These groups of minions are the spirits of mortals who were locked in combat at the time of death.
In all such cases,
the minion-versus-minion combat produces no lasting damage and the net effect is an eternal conflict between the groups.
Only through the intervention of mortals can the tide of battle be turned in the favor of one side or the other.