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