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Spectre ~ CR 7

This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.

Environment: Any

Organization: 1-12


Proficiency Score: +8

Medium; Neutral/Principle †; humanoid, undead


Armor Class: 21 (+1 Dex, +2 Dodge, +8 Proficiency Score)

Hit Points: 72 (12d6)

Speed: Fly 80 feet

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
12 (+1)14 (+2)16 (+3)15 (+2)

Saves: 

  • Fortitude +0
  • Reflex +9
  • Will +11

Skills †: 

  • Acrobatics +9
  • History +10
  • Intimidation +10
  • Perception +11
  • Religion +11
  • Stealth +9
  • Survival +11

Immunities:

  • All effects that lack the magical or supernatural tags
  • Combat Maneuvers
  • Falling damage

Resistances:

  • 5 against effects with the magical or supernatural tags with the exception of those which also have the force tag
  • 50% chance of non-damaging effects with the magical or supernatural tags failing

Senses: Passive Perception 21, normal vision 60 feet

Languages: Common †


Aura (Unnatural, 30-foot aura). Creatures with the animal tag will not willingly approach within 30 feet of a Spectre, unless another creature makes an appropriate Skill Check with DC 21.

Destruction Vulnerability. A Raise Dead Spell or similar ability used on a Spectre destroys it unless the Spectre succeeds on a Will Save. Using the spell or ability in this way does not require a material component.

Fading. When in areas of sunlight, including sunlight created by spells or supernatural abilities, a Spectre is reduced in its abilities and is unable to attack and gains the Slowed 2 condition until it is out of the sunlight.

Incorporeal. A Spectre ignores environmental penalties that applied to creatures required to breath or creatures with a physical body. It can pass through objects and physical terrain, while objects or terrain with the magical or supernatural tags are treated as difficult terrain. While within an object, a Spectre can see beyond the object normally and gains the Covered condition. The Spectre has a 50% chance of being detected with blindsight, and is undetectable to blindsense, scent, and temorsense.

 Individuals. Spectres vary widely on their alignment, languages, and skills. Those listed are the most commonly associated with Spectres but by no means the rule.

Spawn. A creature with the humanoid tag who gains the Dead Condition because of damage from a Spectre becomes a Spectre in 1d4 rounds. Such a newly made Spectre is less powerful than their creator and suffer disadvantage on all d20 rolls and only inflict the Enervated 1 Condition on an Incorporeal Touch. The new Spectre is under the command of the one that created them until the creator’s death, at which point they lose their spawn penalties and become a free-willed Spectre. New Spectres cannot make Spectres themselves until they lose the spawn penalties. They do not possess any of the abilities they had in life.

Undead Life. A Spectre reduces any damage inflicted because of its undead tag by 8.

Actions

Touch. Melee Strike +9/+4/-1 (unarmed) with 5d8 negative damage plus Enervated 2 (DC 21 Fortitude save).