Spectral Harpist

The restless ghost of a master agent who died with a mission unfinished, guarding the network's refuges with a chilling touch, a terrifying deathsong and passage through solid stone.

Setting: Forgotten Realms

Appearance

Spectral harpists are intelligent undead that look much like ghosts or wraiths: dim, translucent figures that drift or fly. One rises when a master agent of a secretive good-aligned network dies on network business that remains undone. An agent killed while covering a retreat, for example, still has the safety of those he protected to see to.

Combat

A harpist keeps whatever blessings and powers it had as a master agent. Priests turn it as special undead, but in certain magically strong places, including most of the network's strongholds and refuges, it cannot be turned at all. It attacks twice per round with a chilling, flesh-eating touch for 2d4 points of damage, or with any weapon it used in life for normal damage (the chill does not pass through weapons).

Once a day it can sing its deathsong, a hollow lament lasting one to four rounds as it chooses. Every living creature within 90 feet must save vs. spell or flee for ten rounds, with a 50% chance of dropping anything held. While singing, its physical attacks deal triple damage. For six rounds after the song ends, it is wrapped in an anti-magic field 10 feet in radius, suppressing all enchantments; neither the harpist nor any known spell can halt this.

Like other undead it shrugs off sleep, hold, charm and similar spells, plus to poison, petrification, polymorph, cold and death magic, and it ignores electricity too. Against other spells its magic resistance applies, and if a spell gets through it suffers the normal effect. Holy water does not hurt it. At will it can make every magical item within 60 feet shine with a cold white glow for 2d4 turns unless dispel magic ends it.

A harpist can turn fully or partly insubstantial. In that state it deals no damage but takes none from purely physical attacks, while magic weapons inflict double their damage bonuses (bonuses only, not dice; a magic weapon without a bonus does its maximum damage). In wraithform it glides through stone or earth without slowing and may fight or defend during the very round it enters or emerges. Many hide inside tomb or dungeon walls with just their heads showing, watching intruders.

Habitat and Society

Most guard one of the network's strongholds or refuges, though some attach themselves for a while to a living agent as a personal bodyguard. Usually alone, they sometimes gather in small groups, and while they may trade sharp words they never come to blows by choice and cooperate smoothly as guards. Keeping their minds and judgment, they can follow detailed instructions and still talk and sing as in life, but they lose all spellcasting and can form no new memories.

Ecology

They eat nothing and leave no offspring. Their only effect on the world around them is to kill adventurers, monsters and other ambitious, powerful beings, trimming their numbers and leaving carrion behind.

More: Monsters starting with S · Forgotten Realms monsters · All monsters A-Z

Statistics

Climate/TerrainAny land
FrequencyVery rare
OrganizationSolitary (or guardian groups)
Activity CycleAny
DietNil
IntelligenceAs in life
TreasureNil
AlignmentLawful neutral
No. Appearing1 (1-8)
Armor Class4
Movement12, Fl 14 (A)
Hit Dice9+9
THAC011
No. of Attacks2
Damage/Attack2d4/2d4 or by weapon
Special AttacksDeathsong
Special DefensesWraithform, immunities
Magic Resistance44%
SizeM (average 6 ft. tall)
MoraleFearless (20)
XP Value9,000