TEXT: LLM01  
   
   
   
   
   
   
  JMG00703 
   
   
   
  Myrkridder 
  The Demonic Dead 
   
  By James Mishler 
   
  &  
  Jodi Moran-Mishler 
   
   
   
   
  Published by 
  James Mishler Games 
   
   
  
   
  2 
  LLM #1: MYRKRIDDER – THE DEMONIC DEAD 
   
  PUBLISHER: James Mishler 
   
  AUTHORS: James Mishler and Jodi Moran-Mishler 
   
  DESIGN & LAYOUT: James Mishler  
   
  Find out more information about the Olden Lands™, the Chronicles of Mhoriedh™, and other products from James Mishler 
  Games at http://jamesmishlergames.blogspot.com or e-mail us at jamesmishler@gmail.com 
   
  LLM #1: Myrkridder – The Demonic Dead © 2015 James Mishler. All Rights Reserved. 
   
  For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please contact Goblinoid 
  Games on the web at www.goblinoidgames.com 
   
  This book is published pursuant to a License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-2015, Daniel 
  Proctor. Labyrinth Lord™, Advanced Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All 
  Rights Reserved. These trademarks are used under the Labyrinth Lord Trademark License 1.2, available at 
  www.goblinoidgames.com 
   
  The body text of this product is in Souvenir; titles, logos, and section headings are in Baldur. Thanks to Patrick “Mad Irishman” 
  Murphy of Mad Irishman Productions for the use of the Baldur font. For Baldur and other excellent fonts, plus a ton of great 
  character sheets, go to www.mad-irishman.net 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
  MYRKRIDDER 
  Myrkridder are intelligent undead animated through magical means, usually by a necromancer exhuming a 
  corpse or assembling one from other bits of corpses, and either by calling back the spirit that once 
  occupied the corpse or by summoning a different fiendish spirit, devil, or demon to animate the assembled 
  corpse. In either case, the result is a myrkridder, or “dark rider,” referring to the dark spirit inhabiting or 
  “riding” the corpse and thus animating it, giving it true sentience and thus greater power than a mere 
  skeleton or zombie. 
   
   
  The vast majority of myrkridder spirits are summoned from Hell or one of the other Underworlds of the 
  Damned. These Evil souls are usually quite happy to be dragged back to the world of the living, even in 
  service as an undead creature enslaved to their creator, as this means they are no longer being tormented, 
  and can often act in the evil and vile ways that they enjoyed in life. Souls condemned to one of the more 
  neutral afterlives could be called back, but would be more free-willed and more likely to resist the control of 
  their maker. Some necromancers, if they trap the soul of a recently deceased Goodly person ere it goes to 
  its rightful reward, can magically force the Good soul into a corpse and compel it to serve them as a 
  myrkridder; these accursed beings live a virtual hell on earth, forced to do the vile bidding of their unnatural 
  master. 
   
  Myrkridder have the usual suite of undead immunities and resistances, and can usually be attacked by 
  normal weapons. Myrkridder can learn and gain experience from their battles and struggles, rising through 
  the ranks of the myrkridder hordes and gaining greater status and power, as well as becoming mightier in 
  combat. Most, however, remain callow petty monsters, mere minions of their creator and his lieutenants. 
   
  Few necromancers are willing to expend the energy needed to provide their myrkridder with extraneous 
  abilities; most such beings are merely raw muscle, so to speak, even if dry and creaky and worm-ridden. A 
  few are granted abilities during their creation in order to better enable them to perform their duties; these 
  often include chill touch, casting of magical darkness, paralyzing attacks, fear attacks, flight, and the like, 
  used in combat or in other specific services to their master. Some myrkridder simply manifest special 
  abilities, especially those who had potent magical abilities in life, or those which are inhabited by a fiendish 
  spirit, devil, or demon rather than a mortal soul. 
   
  Though myrkridder need not eat or drink, many enjoy eating warm flesh and guzzling fresh blood, as such 
  is the only thing they can taste. They do not heal naturally, but can be repaired or magically healed through 
  use of cause wound and mending spells. 
   
  Myrkridder cannot normally gainsay their creators, though the more intelligent and cunning can sometimes 
  break free of their master’s domination, or at least warp the intent of his orders. Many revel in the horrible 
  acts they are ordered to commit. Most myrkridder are the vilest, most unpleasant beings one can 
  encounter, for they have literally been to Hell and back, and returned even more evil than before… 
   
  IMMUNITIES: Myrkridder are immune to sleep and charm spells, and are immune to poison; corrosive 
  gasses affect them normally, but they are immune to gasses that require breathing to be affected. 
   
  SUSCEPTIBILITIES: Myrkridder fear holy symbols, such that they cannot approach any being of faith that 
  holds and presents one; they are turned as undead of their hit dice. They suffer damage from holy water, 
  which to them is as acid. Myrkridder cannot step on holy ground. Myrkridder are susceptible to fire, which 
  quickly consumed their withered flesh and dry bones; they suffer an additional point of damage per die. 
  They are susceptible to the light of the sun, which burns them each round as though they were being burnt 
  by a torch; heavy cloud cover and/or thick clothing and armor prevents such damage. 
  
   
  4 
  MYRKRIDDER CARRION STEED 
  No. Enc.: 
  3d4 (3d4) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  150’ (50’) or 120’ (40’) 
   
  Fly: 
  360’ (120’) or 240’ (80’) 
  Armor Class: 7 or 5 
  Hit Dice: 
  3+3 
  Attacks: 
  2 (2 Hooves) 
  Damage: 
  1d6/1d6 
  Save:  
  F3 
  Morale:  
  12 
  Hoard Class: None 
  XP: 
   
  135 
   
  Carrion steeds are undead horses used by myrkridder. Carrion steeds look like dead, often almost skeletal 
  horses with glowing red eyes. Those ridden by myrkridder outriders are usually unarmored, but are 
  decorated with long streamers of flayed human flesh tied to their boney ribs. Those ridden by myrkridder 
  sergeants and champions often wear barding; chain in the case of sergeants and plate in the case of 
  champions. 
   
  ORGANIZATION: Carrion steeds are usually only found with myrkridder outriders, sergeants, or 
  champions in the field; those who lose their riders simply wander around aimlessly until given orders by a 
  myrkridder or necromancer. 
   
  ECOLOGY: Carrion steeds do not eat or drink, and do not breathe. Unlike other myrkridder, carrion 
  steeds are essentially mindless, being animated by the least fiendish spirits, devils, or demons. When not 
  under orders, they tend to wander aimlessly and usually only attack if they are attacked first. 
   
  COMBAT: Carrion steeds attack as ordered by their riders, attacking using their hooves, either to the fore 
  or to the rear. 
   
  FLIGHT: Carrion steeds can fly; listed speeds are when bearing myrkridder outriders without barding or 
  myrkridder sergeants or champions with barding. Each steed can also carry one human-sized being along 
  with its myrkridder passenger, but thus halves their flying speed. 
   
  HESTERMORTH: Carrion steeds created by this myrkridder outrider ability are not permanent creations, 
  they only exist until the next sunrise, and then they crumble to dust, molder, and rotting bones. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
  MYRKRIDDER CHAMPION 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  90’ (30’) 
  Armor Class: 3 (or better) 
  Hit Dice: 
  7+7 
  Attacks: 
  1 (Weapon) 
  Damage: 
  By Weapon 
  Save:  
  F7 
  Morale:  
  11 
  Hoard Class: XXI 
  XP: 
   
  2,500 
   
  Myrkridder champions are myrkridder soldiers and sergeants who have risen through the ranks or were 
  prominent villains in their mortal lives; some were created from the body parts of the most despicable 
  villains and animated by the spirit of a potent devil or demon. Each myrkridder champion is unique, and 
  usually (70% chance) has 1d3 spell-like abilities in addition to those listed here. 
   
  Myrkridder champions have a 70% chance of wearing magical armor and a 70% chance of wielding a 
  magical weapon, in addition to any magical item they may possess from their treasure hoard. 
   
  ORGANIZATION: Each necromancer usually has at least one myrkridder champion; the most powerful 
  have several, each leading a horde or commanding a stronghold, with one great champion of 9+9 or 
  greater hit dice as the marshal of his armies. 
   
  TREASURE: Myrkridder champions gather treasure as a status symbol; they give out jewelry and other 
  treasures to their sergeants and most successful soldiers and outriders. They lust after magical armor and 
  weapons that will give them an edge over the other champions in their struggle for supremacy among the 
  myrkridder of their master. 
   
  COMBAT: Myrkridder champions fearlessly enter battle, often at the forefront of their warbands. 
  Champions pick out the most dangerous opponents among their enemies and, if possible, challenge them 
  to single combat; if dealing with a wizard or the like, they usually order their warbands to attack them en 
  masse. 
   
  FEAR GENERATION: Myrkridder champions have the ability to cause fear once per round, as per the spell 
  cast by a 7th level caster. 
   
  MYRKANDE: Once per day a myrkridder champion can breathe a stinking cloud, as per the spell cast by a 
  7th level caster. 
   
  MYRKGRAVEN: A myrkridder champion can cast a darkness globe three times per day as a 7th level 
  caster. 
   
  SPIDER CLIMB: A myrkridder champion can walk on walls and ceilings as though he were under the 
  effects of a spider climb spell. 
   
   
   
  
   
  6 
  MYRKRIDDER HAG 
  No. Enc.: 
  1d3 (1d3) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  120’ (40’) 
   
  Fly: 
  240’ (80’) 
  Armor Class: 3 
  Hit Dice: 
  5+5 to 7+7 
  Attacks: 
  1 (Weapon or Spell) 
  Damage: 
  By Weapon or Spell 
  Save:  
  M5 
  Morale:  
  11 
  Hoard Class: XIX 
  XP: 
   
  5+5 HD: 1,460 
   
   
  6+6 HD: 2,180 
   
   
  7+7 HD: 3,300 
   
  The only common female myrkridder are myrkridder hags, created by necromancers with certain unnatural 
  lusts beyond even those common to their kind. These are usually the animated bodies of once-beautiful 
  women; some were witches or sorceresses in life, returned to serve a new master, others courtesans or 
  noblewomen animated by the spirits of devils or demons. All are potent spell-casters in service to their 
  necromancer creator. Each vies with the other hags and the myrkridder champions for greater power and 
  influence with the master. 
   
  ORGANIZATION: If there is more than one in service to a necromancer, myrkridder hags work as a coven 
  in service to their creator. If there are two, one has 5+5 HD, the other 6+6 HD; if there are three, there 
  are one each of 5+5, 6+6, and 7+7 HD. They often take care of day-to-day operations with the 
  necromancer’s apprentices and cult servants. They also act as medics for the myrkridder soldiers, 
  sergeants, outriders, and champions. If the myrkridder champions are the muscles of the outfit, the 
  myrkridder hags are the brains. 
   
  TREASURE: Myrkridder hags often have caches of magical weapons, scrolls, and potions they have 
  created in service to their master, as well as more common treasures paid by myrkridder for their healing 
  and other services. 
   
  RANGE: Myrkridder hags are rarely found outside of the immediate environs of their master, though some 
  are sent on specific missions against magic-wielding enemies. 
   
  COMBAT: Myrkridder hags prefer to avoid physical combat, using spells, spell-like abilities, and magical 
  items whenever possible. 
   
  DOPPELGANGER: Myrkridder hags can use the doppelganger spell at will, and can seem quite alive when 
  using it; however, their true form is always visible in reflections or if seen through a ring or loop. 
   
  FYLGJA FORM: Myrkridder hags can polymorph into various animal forms at will, usually cats, rats, bats, 
  pigs, horses, and other innocuous animal forms; they appear and feel alive in these forms. They use these 
  forms to spy on enemies of their master. 
   
  SPELLCASTING ABILITIES: A myrkridder hag has the spellcasting abilities a magic-user of a level equal to 
  her hit dice, and can choose cleric and/or magic-user spells. Her clerical spells are always reversed in form.
  
   
  7 
  MYRKRIDDER MINSTREL 
  No. Enc.: 
  1d6 (1d6) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  90 (30’) 
  Armor Class: 7 
  Hit Dice: 
  4+4 
  Attacks: 
  Special 
  Damage: 
  Special 
  Save:  
  M4 
  Morale:  
  11 
  Hoard Class: I, II, IV, VI 
  XP: 
   
  290 
   
  Myrkridder minstrels are special myrkridder, in their former lives bards, skalds, minstrels, troubadours, or 
  other musically-inclined entertainers of little to great talents. Their propensity for making music has been 
  turned into something more sinister. Not only do they operate as a military band to accompany their 
  myrkridder horde, they also act as a method of breaking mortals to the will of the myrkridder horde, 
  through playing the Danse Macabre, or Dance of Death. 
   
  Myrkridder minstrels wear tattered finery appropriate to the style of musician they were in life, or such 
  courtiers clothing as they can loot after battle. Each bears a musical instrument, usually drums, pipes, 
  horns, harps, or even esoteric instruments such as bagpipes or the hurdy-gurdy. Even though myrkridder 
  do not breathe, even the most skeletal of myrkridder minstrels can play their wind instruments to full effect, 
  though their animating magic. 
   
  ORGANIZATION: Myrkridder minstrels are attached in small groups to most (65%) myrkridder hordes, 
  where they operate under the direct leadership of the myrkridder champion or one of his lieutenants. They 
  are sent wherever the champion needs magical back-up to break strong-points in a mortal battle line. They 
  are also sent ahead into small villages to cause terror, fear, and death ere the arrival of the main horde. 
   
  COMBAT: Myrkridder minstrels do not engage in melee combat, feeling it beneath them; their musical 
  power should be potent enough to protect them from mortal harm. They are usually guarded by a warband 
  of the horde; but if the warband flees or is destroyed, the minstrels keep playing, even as they are being 
  destroyed by their attackers. 
   
  DANSE MACABRE: The horrible, Hell-inspired music a myrkridder minstrel plays has a highly deleterious 
  effect on living humans, demi-humans, and humanoids that are within 60 feet. Any such beings who hear 
  the music must make a saving throw against Spells each round they hear the music. If the saving throw 
  fails, they drop whatever they have in their hands and begin dancing wildly and erratically, in the direction 
  by and at the will of the myrkridder minstrels.  
   
  Dancers cannot cast spells or use missile weapons, cannot attack the minstrels in any way, suffer a -4 
  penalty to any melee attacks they make, and can be attacked with a +4 bonus to their attacker’s roll. Every 
  round they dance after the first 10 rounds they also lose 1 hit point; your average Normal Man thus dies 
  within two minutes of beginning the Dance of Death. Victims will not stop dancing until either they are 
  unconscious or dead; no longer can hear the music; or the music stops, either by the will of the myrkridder 
  minstrels or by all the minstrels being destroyed. The minstrels can also choose to slow down the tune, 
  such that the victims will not suffer damage, but merely are forced to dance in the manner and direction of 
  the minstrel’s choosing. 
  
   
  8 
  MYRKRIDDER MYRKULF 
  No. Enc.: 
  1d4 (4d4) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  180’ (60’) 
  Armor Class: 5 
  Hit Dice: 
  4+4 
  Attacks: 
  3 (2 Claws, 1 Bite) 
  Damage: 
  1d4/1d4/2d4 
  Save:  
  F4 
  Morale:  
  11 
  Hoard Class: None 
  XP: 
   
  440 
   
  Myrkulfs are a horrible form of undead that combines body parts from humans and dire wolves, infused 
  with the magical essence of werewolves and the blood of trolls. The creatures look like the wolf-man form 
  of werewolves, with rotting flesh and bristly-black blood-matted fur, slightly less mannish and more wolfish 
  in form; they usually go about on all fours, though they can stand on two feet and use their crude paw-like 
  hands for less dexterous sorts of operations. 
   
  ORGANIZATION: Myrkulfs are organized into packs, and operate as scouts for the myrkridder horde. 
  They report directly to the myrkridder champion or one of his lieutenants. Some necromancers are 
  guarded by several packs of myrkulfs led by a myrkulf champion of 7+7 HD; the myrkulf champion can 
  switch between man-beast and beast-man forms, can wield weapons, and can only be hit by magical 
  weapons (silvered weapons have no effect on him). 
   
  COMBAT: Myrkulfs rarely use weapons, attacking with their potent wolf-like bite and clawed paw-like 
  hands. They usually attack fearlessly, as most weapons harm them only temporarily. They fear only fire, 
  holy symbols, holy water, and silvered or magical weapons. 
   
  LYCANTHROPIC DISEASE: Due to the methods and rituals involved in their creation, myrkulfs can pass 
  on the werewolf lycanthropic disease to those whom they have damage, as per any normal lycanthrope. 
   
  MYRKHYL: The dreadful howl of a myrkulf can cause fear and dread in the hearts of mortals. Once per 
  day a myrkulf can howl in such a way that any living being within 60’ who hears it must make two saving 
  throws against Spells, the first to resist a cause fear effect, the second to resist a scare effect, each as per 
  the spells, as though cast by a 4th level caster. 
   
  REGENERATION: Myrkulfs regenerate most damage at a rate of 3 points per round, beginning the third 
  round after being damaged. They cannot regenerate damage caused by fire (normal or magical), holy water, 
  or silvered or magical weapons. They can be destroyed only by suffering sufficient damage from fire, holy 
  water, or silvered or magical weapons. 
   
  TRACKING: Myrkulfs can unerringly track any mortal being, provided the tracks are not covered by some 
  sort of magical effect. Even if the tracks have been magically altered or hidden, myrkulfs may make a 
  saving throw against Spells to see through the magical alteration and follow the tracks anyway. 
   
   
   
   
  
   
  9 
  MYRKRIDDER OUTRIDER 
  No. Enc.: 
  3d4 (3d4) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  120’ (40’) 
  Armor Class: 7 
  Hit Dice: 
  3+3 
  Attacks: 
  1 (Weapon) 
  Damage: 
  By Weapon 
  Save:  
  F3 
  Morale:  
  11 
  Hoard Class: I, II, IV, VI 
  XP: 
   
  170 
   
  Myrkridder outriders are scouts and skirmishers who ride carrion steeds (see below). They travel light and 
  fast, and few wear armor, counting on their own rotten hides, thick burial shrouds, and their speed to 
  protect them from weapons. However, they will mix it up in combat as need and orders require. In addition 
  to their personal melee weapon, many carry several javelins, spears, and/or a light lance; some even 
  master the use of the bow with their boney hands. Most decorate their steeds with the flayed skins of their 
  victims, which add further fear to any who encounter them. 
   
  ORGANIZATION: Myrkridder outriders are outside the normal warband hierarchy, generally answering 
  directly to their creator or to a Captain of the Outriders (a myrkridder champion). They are sent on 
  scouting missions and deep into enemy territory to spread fear and dissent among the enemies of their 
  necromancer master. 
   
  TREASURE: Like myrkridder sergeants, myrkridder outriders are allowed to keep more treasure and 
  sometimes (when their horde class indicates such) have magical weapons (d6: 1-4) or, more rarely, useful 
  miscellaneous magical items (5+6). 
   
  RANGE: Myrkridder outriders have to travel far and wide; thus they wear thick black burial shrouds, which 
  often help them resist the light of the sun until they can find a place to go to ground. 
   
  COMBAT: Myrkridder outriders prefer to use fear to cause opponents to flee, when they are not ordered 
  into combat.  
   
  FEAR GENERATION: When three or more myrkridder outriders riding carrion steeds charge directly at a 
  target or group of targets, each being in that group must make two separate saving throws versus Spells or 
  be affected as though by the cause fear and/or scare spells as though cast by a 3rd level caster. 
   
  HESTERMORTH: Once per night a myrkridder outrider has the ability to kill a horse (or horse-like animal 
  that can be used as a mount) with a mere touch; the horse rises again as a carrion steed 1d3 rounds later. 
  Carrion steeds created this way are destroyed with the light of the next sunrise. 
   
   
   
   
   
   
  
   
  10 
  MYRKRIDDER SERGEANT 
  No. Enc.: 
  1 (2d4) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  90’ (30’) 
  Armor Class: 3 
  Hit Dice: 
  4+4 
  Attacks: 
  1 (Weapon) 
  Damage: 
  By Weapon 
  Save:  
  F4 
  Morale:  
  11 
  Hoard Class: I, II, IV, VI 
  XP: 
   
  290 
   
  Myrkridder sergeants appear much like their soldiers, but wear finer armor and is always kitted out with a 
  weapon, sometimes a magical weapon (if they possess a magic item, it is a magical sword or other 
  weapon). Often, due to the better state of preservation of their body, a myrkridder sergeant will have more 
  flesh on his bones; sometimes he still wears a burial shroud or wrappings under his armor. 
   
  In life, myrkridder sergeants were warrior noblemen, robber barons, and other mid-level villains of some 
  talent, wealth, and status. They like to view their re-animation as a quid-pro-quo with their master; those of 
  intelligence and cunning with proven victories on the field often become lieutenants, champions, or 
  advisors. There is much competition among the myrkridder sergeants, as each seeks to rise in the esteem 
  of their master. 
   
  Some myrkridder sergeants are given carrion steeds to ride into battle (see below). 
   
  ORGANIZATION: A myrkridder sergeant usually commands a warband of myrkridder soldiers. Some 
  sergeant-quality myrkridder are organized into groups of guards in important locales, such as near the lair 
  of the necromancer, at the treasury, or at the entry to prisons. A few groups (usually 2d4 sergeants) are 
  sent as small strike teams to seek out petty heroes who oppose their necromancer master; these are often 
  a quarreling lot, unless they are led by a myrkridder champion. 
   
  TREASURE: Myrkridder sergeants usually have a larger trove of treasure than their underlings; many wear 
  jewelry given to them by their master as a reward for good service. Some wield magical weapons taken in 
  battle or created for them by their master. 
   
  COMBAT: Some myrkridder sergeant lead from behind, others lead their warband into battle personally. 
   
  FEAR GENERATION: Myrkridder sergeants have the ability to cause fear once per day, as per the spell 
  cast by a 4th level caster. 
   
  
   
  11 
  MYRKRIDDER SOLDIER 
  No. Enc.: 
  3d6 (3d10) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  90’ (30’) 
  Armor Class: 4 
  Hit Dice: 
  2+2 
  Attacks: 
  3 (2 Claws and Bite) or 1 (Weapon) 
  Damage: 
  1d3/1d3/1d3 or By Weapon 
  Save:  
  F2 
  Morale:  
  11 
  Hoard Class: I, II, IV 
  XP: 
   
  47 
   
  Myrkridder soldiers are the common lot of myrkridder hordes. They are the animated corpses of common 
  soldiers and rabble, their vile souls summoned back from Hell to do their creator’s bidding. They are 
  walking, talking half-rotten corpses wearing ripped and rusting armor and carrying nicked and rusting 
  weapons. Most wear chain mail and carry a shield and either a spear or sword. They speak in horrible 
  burbling, whispering, cackling voices, and carry on much as they would in life, often with a good dash of 
  gallows humor. Most are inhabited by the souls of brigands, thieves, ruffians, and ne’er-do-wells, though a 
  few are of more elevated origins, such as noblemen or infamous outlaws, and like to remind their fellow 
  myrkridder and their victims of their high-society or famous status. 
   
  ORGANIZATION: Myrkridder soldiers are organized in warbands, usually led by a Myrkridder Sergeant. 
  They have been ordered by their creator to obey their warband leader as they would him; when the leader 
  is destroyed, often the soldiers simply go berserk with bloodlust, regardless of their orders or other 
  concerns. 
   
  ECOLOGY: Myrkridder are unnatural, and require neither food nor water; they do not even require air. 
  However, they enjoy feasting on the flesh and drinking the blood of the living. 
   
  TREASURE: Myrkridder usually wear the armor and wield the weapons they were buried with, or have 
  been able to loot from their victims. They are allowed to keep petty treasures and loot that they find, but all 
  real wealth and any magic items must be passed on to their superiors. Many keep human thralls to carry 
  their loot and baggage and as walking food and entertainment. 
   
  RANGE: Myrkridder are usually found wherever necromancers set up shop in a region replete with 
  barrows, bogs, and old battlefields. The production of myrkridder requires the use of bodies in relatively 
  complete, if desiccated or moldering form. Their continued existence also requires a place for them to hide 
  during the daylight hours; most can quickly dig a temporary shelter to hide, but for large hordes, barrack 
  structures or extensive cavern systems are needful for long-term use. 
   
  COMBAT: Myrkridder soldiers generally attack with great zeal, unmindful of their safety. This is as much 
  from their own stupidity and lust to commit mayhem and murder as it is from the inexorable commands of 
  their creator or his lieutenants. However, now and again the fears of their mortal souls emerge during 
  combat, and unlike mindless undead, myrkridder can flee the field. Myrkridder rarely use missile weapons 
  as such do not survive well in the grave, and their putrid fingers do not handle the fine weapons at all well. 
  Generally they swarm their opponents en masse wielding a mix of melee weapons, claws, and fangs. 
   
   
  
   
  12 
  D20 UNIQUE MYRKRIDDER 
   
  1. PURPLE SVEIN was a poisoner in life; he was slain by application of large quantities of the same poison 
  he used to kill his victims. He has bloated purple flesh, bulging eyes, no lips, and is dressed only in a black 
  funeral shroud. He magically produces poison in his gullet and his flesh; his bite and claw attacks all deal 
  poison damage, the victim needing to save versus Poison or suffer an additional 1d6 points of damage. He 
  can also lick his +1 magical dagger to envenom it with each attack. He has the thieving abilities of a 3rd 
  level thief, and is often sent on lone assassination missions. 
   
  2. FINNBOGI THE FLAYED was a cannibal and murder, flayed to death for his crimes; he now wears the 
  rotting flayed skins of his latest victims over his blackened, putrescent muscles and sinews. He has filed 
  teeth, which he uses to eat the flesh of the still living; there is a 3 in 6 chance that during combat, once 
  blood is flowing, he resorts only to claw and bite attacks, dealing double damage on any bite attack as he 
  take a pound of flesh and swallows it. 
   
  3. JANGLEBONES had lost most of his flesh before he was animated; he appears to be little more than a 
  skeleton held together with gristle, though he has a pair of mismatched eyeballs he stole from other 
  myrkridder. He wears the finger-bones of his victims by tying them to his ribs, and carries the arm and leg 
  bones of his victims in his ribcage. He carves strange runes and blasphemous sigils on the bones he 
  collects. He suffers only half damage from piercing weapons. 
   
  4. ARKYN THE ANCIENT died of old age and got away with his terrible crimes unpunished during his 
  lifetime. He is stooped and gnarled, with beard and hair down to his ankles. Though not a sergeant, other 
  myrkridder turn to him for advice and ideas on making every encounter more horrible; he has forgotten 
  more about torture than most living men ever learn. He carries numerous torture instruments embedded in 
  his own flesh, which is also riddled with old nails, knives, and other sharp and deadly objects. 
   
  5. GARM THE WOLF literally has a wolf’s head; his creator discovered the body of a mighty but headless 
  warrior and his dire wolf companion in a barrow, and decided to have an interesting experiment. He stands 
  nearly seven feet tall, and wears the fur of the wolf as a cape. He can only speak haltingly, and in the 
  middle of combat is likely to lose his mind to the wolfish side. When the wolf takes over he can run about 
  on all fours and attacks using only his bite, which deals 2d4 points of damage. 
   
  6. GOLDBELLY was a greedy glutton in life, and was put to death for embezzling from his chieftain. He is 
  short and balding with gold-capped teeth. He hides his ill-gotten gains by swallowing the coins; his big, 
  distended belly holds 332 sp and 278 gp. Should he be struck by a critical hit with a sharp weapon, there 
  is a 3 in 6 chance his belly bursts, sending d100 coins flying everywhere; those within 10 feet must make a 
  saving throw versus Wands or end up being knocked down and stunned for one round by flying coins 
  covered in gore. 
   
  7. GRIMHILDA was thought to be a witch, but really she was merely an old gossip who used her 
  knowledge to blackmail her neighbors. They had her condemned as a witch and had her body staked in a 
  bog to keep it from rising as a draugr. Some of the magic of other nearby staked witches passed on to her 
  ere she was brought back as a myrkridder. She can use 1d3 random magic-user spells of 1st to 3rd level 
  each day. She acts as a go-between with her warband and her master’s hags, and is something of a den 
  mother to “her boys.” She fights alongside them with mail, shield, and spear, cutting a hideous warped 
  figure as a Valkyrie of the Damned. 
   
  
   
  13 
  8. CROW KILLER was a wild-man who killed anyone foolish enough to pass through his fells; eventually 
  the local lord and his men caught up with his and hung him for the crows. He wears crow feathers by 
  carefully pulling them from crow corpses and spiking them into his own rotting flesh. He prefers to use a 
  noose to capture his victims and slowly kills them by cutting off their air. 
   
  9. PETE O’ THE BOG is a bog myrkridder; in his case he was a cultist of Loki who stole from his priest 
  and ended up being a sacrifice, tied and drowned in a bog. His blackened flesh is withered but otherwise 
  well preserved by the bog waters, and thus he suffers only half damage from fire; he only smolders for 1 
  point of damage per minute when caught in the sun. He can use 1d3 random cleric spells of 1st to 3rd level 
  each day, but only the reversed forms. 
   
  10. LOVELY VARSKULD was the concubine of a chieftain who sought to rise higher by killing her 
  master’s wife; she failed, was caught, and was punished by being torn apart by oxen. Her necromancer 
  master re-assembled her, hoping to create a paramour, but her damned soul ripped from Hell was too 
  drear and evil even for him. She has now been assigned as a scout; with her master’s preparations, he was 
  able to restore most of her beauty, so she can easily go about at night in the land of the living and interact 
  with them. She has a bad tendency however to stray, seeking to kill any men and women she encounters 
  who are obviously in love. She wields twin daggers, though she prefers to take the time to slowly chew the 
  face off of beautiful women if given the chance. 
   
  11. GARTH THE HEARTLESS was a fallen paladin of Hermod; he was a giant of a man, given to great 
  mirth and kindness, ere he fell to the wiles of an enchantress. He was slain by his paramour’s enemy, the 
  necromancer who now commands him as a myrkridder champion. His master carved out his heart, which 
  still had a glimmer of hope and goodness, and keeps it in a magically locked and trapped box in a hidden 
  crypt. In place of the heart, in the open wound, Garth now carried a jar holding a cackling imp who mocks 
  the former paladin with the recitation of his sins merely for his master’s amusement. Garth wields a +2 
  magical sword, formerly a flame-blade, now a frost-brand due to his fall from good to evil. He wears 
  blackened, scorched plate armor and rides a carrion steed wearing barding. 
   
  12. EINAR THE ANGRY was a member of a band of outlaws; he rarely followed orders, and ended up 
  getting himself and several of his companions killed when he didn’t retreat when he was ordered to do so. 
  He is a standard myrkridder, wearing torn mail, a flindery shield, and rusting blade. He is haunted by the 
  ghosts of the three bandits who died with him, and always seems to mutter to himself; others can see their 
  tiny ghostly wisps circling him, but he is the only one who can hear their imprecations and curses. 
   
  13. EIRIK THE ODIOUS was a most unpleasant man in life; he was an inveterate molester, buggerer, and 
  rapist of anyone and anything he could get his hands on. The law finally caught up with him and he was 
  thoroughly broken on a wheel. His shattered body was mostly re-assembled by his master, though the bits 
  he valued most had been cut away and burnt to ashes by his executioner. He makes for a bitter, angry 
  myrkridder; he walks in a disjointed way, with many a creak and clatter, as his bones never really fused 
  together well with the necromantic ritual. He takes his share of treasure only in thralls, who disappear with 
  him into dark corridors and hidden chambers of the necromancer’s lair, never to be seen again, though 
  their screams are often heard for days. 
   
  14. THE SPIDER was a strange experiment; his creator thought perhaps he could get more use out of a 
  single myrkridder with a human body, four human legs, four human arms, and the head of a giant spider, 
  and so one was assembled, with a bestial demon summoned to inhabit the corpse. The necromancer’s 
  experiment apparently failed, as the Spider was soon cast aside and assigned to a warband as a common 
  soldier. The Spider does not speak, though it understands orders well enough. It can climb on walls and 
  
   
  14 
  ceilings like a spider. It does not wear clothing, nor wield weapons; it attacks with its bite, which deals 1d8 
  points of damage (but does not have any poison). 
   
  15. AUDOLF was a noble warrior, part of a warband, though he was craven and cowardly fled from a 
  battle that got his chieftain’s son killed. As punishment he was buried alive in a barrow; too cowardly to kill 
  himself, he drank barrow water and ate rats and the rotting flesh of the barrow’s inhabitants until he slowly 
  died from lack of fresh water and real food. He is emaciated, almost skeletal, with a horrid grin and hollow 
  eye sockets that match his sardonic character; he wears fine shining mail, carries a large round shield, and 
  wields a fine sword. After his stint in Hell he finds service to his master to be infinitely more pleasurable, 
  and quickly rose to the level of myrkridder sergeant. His only tactic is to order his myrkridder soldiers into 
  battle en masse, while he “reviews the flow of battle” from the rear. 
   
  16. BIG BRUIN was a werebear in life; as a myrkridder he is eternally cursed to be caught in the form of a 
  half-man, half-bear, with blood-matted fur, great fangs, and terrible claw-like hands. He betrayed his clan to 
  his necromancer master for gold and power; he just did not understand what the “power” offered by his 
  new master meant. He often acts as a lone scout, still having the scenting abilities of his former life and, as 
  an undead, moving far more silently than any living bear. He attacks with two claws and a bite attack, 
  dealing 2d4/2d4/2d8 points of damage. In battle his bestial nature can take over suddenly, with a 2 in 6 
  chance of ceasing combat in order to feast upon the flesh of the dying and the dead. 
   
  17. JIGSAW is stitched together from dozens of different bodies and is inhabited by a potent demon; he 
  has a few too many fingers, a couple of odd eyeballs in strange places, and a second face in place of his 
  genitals. There is a 2 in 6 chance that he stops in the middle of combat to “harvest” an interesting body 
  part from a still-dying victim, which he later uses to replace one of his own parts. Were he steadier in 
  combat, he’d be a sergeant or even champion, but his strange proclivity keeps him a mere soldier. He can 
  use 1d6 random cleric or magic-user spells of 1st to 3rd level; clerical spells must be reversed. 
   
  18. WEE JACK was merely a child of 10 years when he was staked; what crimes he committed none 
  know, not even his master, but the terrible smile that crosses his face when he is asked makes even 
  hardened myrkridder shudder in fear. This dreadful imp is an outrider, often going on lone scouting 
  missions, as he is well-preserved and can easily be mistaken as a living being at night. He rides a dire wolf 
  carrion steed that he has named Fenrir and a long knife that he calls Love. He has many powers normally 
  limited to draugr, such as the ability to spoil food and drink; slay domestic animals and wither fields; take 
  the form of a black cat and smother sleeping victims; and melt into a mist and travel in such form. The 
  crimes he commits while outriding are monstrous, and of such a nature that those who discover the crimes 
  would not be more afraid even if they discovered they were committed by a myrkridder. 
   
  19. BLACK ANDRAS was a midwife who amused herself by ensuring the stillborn-births of women she 
  disliked. She was drowned in a bog for her crimes. She can use 1d3 random reversed cleric spells of 1st to 
  3rd level each day. She can also animate the bodies of babies; she is followed by a train of 3d4 such 
  creatures, crawling and mewling after their “mother.” These creatures, when eaten by a myrkridder, cure 
  them of all but 1d4 points of damage. She is thus assigned to warbands as a medic of horrible sorts… 
   
  20. STORR THE MIGHTY was a great outlaw chieftain in life; he now serves his master as a champion 
  (9+9 HD). He is tall and broad shouldered, with Strength 18 (+3 to hit and damage), and while his flesh is 
  moldered he still has long, flowing beautiful golden locks. He wears +1 magical scale mail, carries a gold-
  plated shield, and wields a +1 magical sword/+3 versus Good creatures. He rides a young gold dragon 
  carrion steed and throws spears at enemies while flying. His sepulchral laugh booms across the battlefield; 
  once per day his laugh can cause fear as a 9th level caster in all living creatures within 360’. 
  
   
  15 
  MYRKRIDDER RACE & CLASS 
  As intelligent beings that can learn and adapt, myrkridder are essentially another race, like dwarves, elves, 
  and halflings. They are far rarer, to be sure, but where they are found, they are usually found in significant 
  numbers. Some entire petty kingdoms and pocket principalities, ruled by necromancers, are peopled 
  mostly or even entirely by myrkridder. 
   
  The vast majority of myrkridder are not useable as player characters as, well, they are the animated corpses 
  of horrible and evil people. Sometimes, however, a necromancer makes a mistake, and summons a very 
  willful spirit, or the spirit of a person of Neutral or even Lawful and Good sort; these are not as easily 
  controlled, and often break free of the control and flee the service of their creator as soon as possible. 
  Thus, unless you are running an unsavory campaign (well, even more unsavory than the typical murder-
  hobo scenario), myrkridder player characters should be Neutral, Lawful, and/or Good. 
   
  A good dose of angst about being returned to the mortal world in an undead form would fit such characters 
  well, but is not necessary. Some might be motivated to destroy their creator, or avenge themselves on 
  some other evil-doer, or simply enjoy the benefits (while bemoaning the disadvantages) of their new 
  existence. Of course, dealing with commoners will be trying at best, even when the myrkridder player 
  character is as “normal” looking as possible… 
   
  Most myrkridder are created from humans; a few are created from elves, while dwarf and halfling 
  myrkridder are virtually unknown. Whatever of their original race, they no longer possess any of the 
  abilities of the base racial type. All myrkridder have 60’ Infravision. 
   
  Myrkridder have no minimum ability scores; maximums are 18 in all scores. They have a +1 bonus each to 
  rolled Strength and Dexterity and a -1 penalty each to rolled Intelligence, Wisdom, and Constitution. 
  Myrkridder do not possess a Constitution score; it is not zero, it simply does not exist. 
   
  Myrkridder are immune to sleep spells and effects; while they do not sleep as such, they do need to rest 
  during the day, as living mortals would need to sleep at night. As their daily rest is quite literally like the 
  sleep of the dead, they are very difficult to awaken while the sun is up, and must make a saving throw 
  versus Death to awaken even if shaken or slapped or damaged. Myrkridder know when the sun sets, even 
  if deep underground and “asleep.” 
   
  Myrkridder are immune to normal charm spells and effects; however, whenever they encounter their 
  creator and he attempts to control him (requiring mere speech in the myrkridder’s presence to do so), the 
  myrkridder must make a saving throw versus Spells or effectively be charmed, as per the spell. The 
  myrkridder has the usual chance to break free every month, week, or day, but the period between checks is 
  based on the myrkridder’s Charisma score rather than his Intelligence score. The myrkridder gets a +1 
  bonus to the save if he is Neutral and a +3 bonus to the save if he is Lawful and/or Good. 
   
  Myrkridder are immune to poison and poisonous gasses; they do not have a nervous system nor real 
  musculature to affect, and do not need to breathe. They are affected by corrosive gasses and acid, and take 
  damage normally from other sources. They suffer as do other undead when they are attacked with holy 
  water. 
   
  Normal myrkridder cannot approach a person holding and presenting a holy symbol, providing that person 
  is in good standing with the god represented. A myrkridder player character can make a saving throw 
  versus Spells to ignore the power of the holy symbol. Normal myrkridder also are affected as normal 
  
   
  16 
  undead by a clerical turn and control undead ability. If a player character myrkridder is so affected, he gets 
  an additional saving throw versus Spells to ignore the effect. 
   
  Myrkridder player characters take extra damage from fire and suffer damage from direct sunlight, as a 
  normal myrkridder. 
   
  Myrkridder player characters are actually harmed by cure wound spells and healed by cause would spells. 
  They are also healed by mending spells; they regain 1d6 hit points +1 point per caster level. Otherwise, 
  myrkridder do not heal by natural means. There are some unnatural means by which they can heal other 
  than spells, but these are few and far between and often of Chaotic and Evil nature… 
   
  Myrkridder have an extra hit die at first level, and have an extra number of hit points each level equal to 
  their level plus 1. Myrkridder are able to advance as Fighters, Magic-users, or Thieves up to 8th level. A 
  myrkridder who had levels in these classes during his life retains half his previous levels, rounded up, and 
  can advance no more than an additional four levels, or up to 8th level, whichever is greater. If the 
  myrkridder had levels as a Cleric, Druid, or Illusionist, he has half that many levels as a Magic-user; if he 
  had levels as a Barbarian, Paladin, or Ranger, he has half that many levels as a Fighter. If he had levels as 
  an Assassin or Monk, he has half that many levels as a Thief. Myrkridder cannot multi-class. Myrkridder 
  retain any Secondary Skills they possessed in life, as well as knowledge of any languages they possessed in 
  life. 
   
  Myrkridder can instead take the myrkridder class; this is the method that most myrkridder, once being 
  merely 0-level Normal Men, advance once they return to the mortal world. 
   
  MYRKRIDDER CLASS LEVEL PROGRESSION 
  Level 
  Experience 
  Hit Dice (1d8) Title 
  Abilities 
  1 
  0 
  2+2 
  Soldier 
   
  2 
  5,001 
  3+3 
  Warrior 
  +1 Special Ability 
  3 
  10,001 
  4+4 
  Sergeant 
  Cause Fear 1/day 
  4 
  25,001 
  5+5 
  Lieutenant 
  +1 Special Ability 
  5 
  50,001 
  6+6 
  Captain 
   
  6 
  100,001 
  7+7 
  Champion 
  Champion Suite, +1 Special Ability 
  7 
  250,001 
  8+8 
  Warlord 
  +1 Special Ability 
  8 
  500,001 
  9+9 
  Prince 
  +1 Special Ability 
   
  The Champion Suite of abilities is as per the Myrkridder Champion, listed above. 
   
  Special Abilities are gained at 2nd, 4th, 6th, 7th, and 8th level. At 2nd level this is a 1st level spell of random 
  spell type: d6 1-3 Clerical spell or 4-6 Magic-user spell. At 4th level it is a random 1st or 2nd level spell; at 
  6th and 7th level a random 1st, 2nd, or 3rd spell; and at 8th level a random 1st, 2nd, 3rd, or 4th level spell. 
  Chances are equal for each level of spell. Any positive clerical spell rolled is useable only in the reversed 
  fashion (i.e., cure light wounds is always cause light wounds). Each Special Ability can be used once per 
  day, though the same Special Ability can be gained multiple times. 
   
  Myrkridder with the myrkridder class fight as monsters of their Hit Dice and save as Fighters of their Hit 
  Dice. They can wear any armor and use any weapon proficiently, though they suffer a -2 penalty to use 
  bows due to rotting fingers. 
  
   
  17 
  OGL  
   
   
   
             
   
   
   
   
   
   
   
   
  This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, 
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, 
  Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
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  original material by Gary Gygax. 
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  original material by Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Demon: Juiblex „The Faceless Lord‰ (Demon Lord) from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
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  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Erica 
  Balsley, based on original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsey, based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based, on 
  original material by Gary Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based on 
  original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax, 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Green, based on original material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax, 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on original 
  material by Gary Gygax. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor. 
  Myrkridder – The Demonic Dead, Copyright 2015, James Mishler; Authors James Mishler and Jodi Moran-
  Mishler. 
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Monster Manuals/LLM01 Myrkridder The Demonic Dead (LL).pdf