Advanced search options

Spectre
Size & Type (subtype):Medium-Size Undead (Incorporeal)Hit Dice:7d12 (45)
Initiative:   +7 (+3 Dex, +4 Improved Initiative)   Speed:   40 ft., fly 80 ft. (good)  
Armor Class:   15 (+3 Dex, +2 deflection)   Attacks:   Incorporeal touch +6 melee  
Damage:   Incorporeal touch 1d8 and energy drain   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Energy drain, create spawn   Special Qualities:   Undead, incorporeal, +2 turn resistance,unnatural aura, sunlight powerlessness  
Saving Throws  Fortitude: 2  
Reflex: 5  
Will: 7  
Abilities:   Str:
Dex: 16
Con:
Int: 14
Wis: 14
Cha: 15
Skills:   Hide +13, Intimidate +12, Intuit Direction +10, Listen+13, Search +10, Spot +13   Feats:   Alertness, Blind-Fight, Combat Reflexes, ImprovedInitiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-4), or swarm (6-11)  
Challenge Rating:   7   Challenge Rating Value:   7  
Treasure:   None   Alignment:   Always lawful evil  
Advancement:   8-14 HD (Medium-size)  

Description:  

Combat

In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.

Energy Drain (Su): Living creatures hit by a spectre's incorporeal touch attack receive two negative levels. The Fortitude save to remove a negative level has a DC of 15.

Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness (Ex): Spectres are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only partial actions.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002