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Huul'daac Tarthuul Phantom Wizard or Cleric

by Aoz

STATS (BECMI) Wizard or Cleric
Armor Class 0 or 8 (See Below)
Hit Dice 5**
Move 120' (40')
Flying 180' (60')
Attacks 1
Thaco 15
Damage Special
No. Appearing 1-2
Save As Wizard or Cleric of Equal Level
Morale 10
Treasure Type V
Intelligence (Wizard) or Wisdom (Cleric) 9 to 18
Alignment Neutral (At start, See below)
Monster Type Undead
Terrain Any

Phantom Wizard or Cleric are undead creatures that retain their abilities to cast spells. They are created by a unique process by Huul'daac Tarthuul. The magic takes hold only on humans and demi humans whose bodies once channeled wizard or cleric magic.

Phantom Wizard or Cleric appear as they did in life, though most of the color has been drained from their hair, eyes, and skin. They appear in whatever clothing they wore at the time of death. Their clothing is as insubstantial as their bodies.

Phantom Wizards or Cleric are noncorporeal and are nearly invisible in bright light. In darkness, they cast a ghostly glow.

Combat: Phantom Wizard or Cleric exist partially on the ethereal plane and are usually encountered while noncorporeal. While in such a state, these creatures can be affected only by spells, silver or enchanted weapons, or by ethereal combatants. If challenged on the ethereal plane, a phantom is AC 8.

While noncorporeal, a Phantom Wizard or Cleric attacks with its vampiric touch. Causes 2d4 necrotic damage on a hit. Phantom Wizard or Cleric regained hit points equal to half the amount of necrotic damage dealt (rounded down). Touch of 2d4 (5) necrotic damage on a hit restores the phantom (2 hp).

With a lot of effort, a Phantom Wizard or Cleric can become solid, allowing it to use weapons and spells in the material world. Solidification takes one round in darkness or 2d4 rounds in bright light (such as daylight or a continual light spell). In both noncorporeal and solid forms, the phantom is AC 0.

When Phantom Wizard or Cleric are created, they are permanently drained of 1d4 levels and will forever cast spells at this new level. If reduced to zero level, then wizard or cleric is gone forever. Phantom Wizard or Cleric who operate at level 5 and above are considered to have an extra (*) when rewarding experience points.

Phantom Wizard or Cleric are immune to sleep, charm, hold, cold, fear, polymorph, paralyzation, and death magic. They are turned as spectres.

Habitat/Society: Phantom Wizard or Cleric can be encountered anywhere.

The Phantom Wizard or Cleric can be neutral alignment. Over hundreds of years, some phantoms may shift to the alignment of Chaotic to Lawful. About 10% will become Lawful, 40% chaotic and half will remain neutral.

Ecology: Phantom Wizard or Cleric are created artificially and have no ecological niche. Huul'daac Tarthuul's Plane is filled with Phantom Wizards and Clerics, he has many maintaining his Basic to Expert dungeons.