Watchghost

From Ardrana

Watchghosts are intelligent, dangerous opponents. Unlike most undead, they cannot be turned due to the nature of their undeath. They normally attack with a chilling touch, which causes damage to living flesh.

Watchghosts are usually found as guardians, serving powerful undead lords such as spectres, vampires, and liches. Often, watchghosts are set to guard a tomb, treasure vault, or other enclosed areas by powerful, evil priests or wizards, Usually solitary, they can meet in small groups if so ordered. Watchghosts never willingly fight each other, and work together loyally and smoothly as guardians.

Watchghosts can become wholly or partially insubstantial at will. In this state, they deal no damage, but suffer none from purely physical attacks. When insubstantial, watchghosts can pass through solid stone or earth. Many watchghosts lurk within stone tomb or dungeon walls, only their eyes, nose, and fingertips protruding. They then reach out to grapple passing intruders, often taking them by surprise. Watchghosts also can fly when insubstantial.

Free or "wild" watchghosts arise only by the destruction of the being who created them. They are often self-willed and capricious. Some aid living beings, and others seek to destroy the living or lead them astray. Many try to manipulate people to achieve the power that eluded them in life. Many others retain enough of their humanity to guide and guard friends and relations, or perhaps befriend lone individuals such as a runaway or an isolated adventurer. Some retain only the pettiness of their past lives and take revenge upon their former enemies.

Note: The watchghost originally appeared in this form in the 2nd Edition Monstrous Manual for the AD&D game from TSR, with additional information from the 1st Edition Monster Manual II. Their use here is for the purposes of providing context for the campaign only.