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Spectre

Spectre CR 7 (Combatant)

XP 3,200
NE Medium undead (incorporeal)
Init +4; Senses blindsense (life sense) 60 ft., darkvision 60 ft.; Perception +14
Aura unnatural aura (30 ft.)

DEFENSE

HP 105
EAC 19; KAC 21
Fort +9; Ref +9; Will +8
Defensive Abilities incorporeal; Immunities undead immunities
Weaknesses resurrection vulnerability, sunlight powerlessness

OFFENSE

Speed fly 80 ft. (Su, perfect)
Melee drain life +17 (2d6+11 negative energy damage plus energy drain)
Offensive Abilities create spawn, energy drain (2 levels, DC 15)

STATISTICS

Str -5; Dex +4; Con –; Int +2; Wis +2; Cha +5
Skills Acrobatics +19, Intimidate +14, Mysticism +14, Stealth +19
Languages Common
Other Abilities unliving

SPECIAL ABILITIES

Create Spawn (Su)

Any humanoids killed by a spectre’s drain life attack rises as a spectre spawn after 1d4 rounds. This spectre spawn is under the command of the spectre that created it. The spectre spawn is staggered as long as it is a spectre spawn.

If the creator of the spectre spawn is destroyed, the spectre spawn becomes a full-fledged spectre, and is no longer staggered.

Resurrection Vulnerability (Su)

A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell this way does not require a material component.

Sunlight Powerlessness (Ex)

A spectre in direct sunlight is staggered and cannot attack. A spectre will attempt to flee from sunlight.

Unnatural Aura (Su)

Animals – whether wild or domesticated – can sense the unnatural presence of a spectre at a distance of 30 feet away. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds on a DC 25 Diplomacy check. A panicked animal remains so as long as it is within 30 feet of the spectre.

ECOLOGY

Environment any
Organization solitary, pair, gang (3-6), or swarm (7-12)

Spectres are incorporeal undead that resembles ghosts.

They are mostly transparent and faintly luminous. These undead appear as they did in life, but bear the visage of horror and scars of their violent, untimely death.

Having suffered such a death, these undead hate the living and seek to slay them. Animals and other natural beasts know to stay clear of a spectre, as its unnatural presence affects the land around it.

Variant Monster: Weapon Wraiths

So called “weapon wraiths,” are, in fact, a variant form of spectre. These spectres have bonded to a specific weapon that was with them at their moment of death, and which has strong significance to them in both life and undeath. A weapon wraith carry the weapon everywhere is goes and can take it anywhere the spectre goes, but the weapon itself is not otherwise incorporeal. If the weapon wraith’s weapon runs out of ammunition or charges, it is automatically recharged after 1d4 rounds (the spectre does not need to take any actions for this to occur). A weapon wraith cannot take damage itself, but it is destroyed if its weapon (which normally has an item level 1-2 levels higher than the spectre’s CR) is destroyed (such as with sunder maneuvers). Because the spectre bthloves and hates the weapon it is bound to it makes little effort to protect it—cpmbat maneuvers made against the weapon only need hit the spectre’s AC +2, rather than the normal +8. If the spectre is disarmed it takes damage equal to maximum from its own weapon, but the weapon then teleports back to its grasp at the beginning of its next round. If some spell or effect prevents the weapon from functioning or gives it the broken condition, the spectre is slowed (as the spell) until its weapon is functioning normally.

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.