Spectre
Spectre
Spectre, LE Medium Undead (Incorporeal)
Complex Monster, XP 3600
Level 9 (+5)
"You killed Timiny! How dare you?! Give me back my master!"
——Alterus Blackwind, encountering the master of a Spectral Spawn
A Spectre is an incorporeal undead humanoid hat appears much how it did in life, moments before its death. For this reason, their faces are often twisted in horrific expressions of fear, anger, or surprise, as they approach mortal victims. The Spectre seeks to drain the life from all living things in the futile hope that it may regain some measure of warmth in its cursed state. Should a Spectre slay a living humanoid, that creature will rise again as a spectral spawn under the complete control of the Spectre that killed it. Should a mortal encounter a Spectre, it is wise to keep a sharp lookout for additional monstrosities drifting in from out of the darkness.
Awareness
21
Senses
Lifesense, Darkvision
Initiative 22/1d8
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Morale
2
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Defenses
AC
18/18
Touch
18
Fort
18
Reflex
19
Will
18
Resistances: Immune Non-Magic Weapons. Cannot be physically Grabbed, Pinned, or Restrained. Turn Resistance (1d4+5).
Undead Immunities: Bleed and Necrotic damage, Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, Exhausted, Nauseated, Pain, Sickened, Sleep, Tired.
Vulnerabilities: Radiant (1.5x), Sunlight Vulnerability
Attributes / Saving Throws
STR
11 / 13
DEX
18 / 20
CON
13 / 15
INT
12 / 18
WIS
14 / 20
CHA
15 / 21
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 40ft / 3
Fly (Hover) 80ft / 3
At-Will
Spectral Touch
+11 vs Touch
Standard REC 6 • Melee Reach 5ft • One creature
2d8 + 4 (avg 13) Necrotic damage (Crit 2%/0)
The Spectre reaches out to drain the life from mortal flesh with a mere touch. On a hit, the target also suffers 1d6+1 Energy Damage (Burn).
Spectral Grasp
+11 vs Touch
Standard REC 7 • Melee Reach 5ft • One creature
2d8 + 4 (avg 13) Necrotic damage (Crit 2%/0)
The Spectre plunges its arm deep within the body of a mortal creature, filling it with its necrotic essence. On a hit, the target suffers 1d6+1 Energy Damage (Burn) and Ongoing 10 Necrotic damage [ST, SE 4d10 vs CON].
Spectral Manipulation
[Supernatural] Basic
Standard REC Varies • Range 60ft • One unattended object wihtin range.
The Spectre can telekinetically move an unattened object p to 60ft, exerting force equivalent to a creature with a Strength Score of 11. Additionally, it can manipulate the object as if it were interacting with it physically (i.e. open latches, press buttons, turn keys, etc). The recovery time of this manipulation varies and is dependent on the extent of manipulation being preformed. Simply moving the object is a Recovery of 3, utilizing the object as an improvised weapon (or standard weapon) has a Recovery appropriate to that weapon, etc.
2d8 + 4 (avg 13) Necrotic damage
Grapple +11
Uses: 3
Short Rest
Spectral Embrace (Encounter)
[Supernatural, Necrotic] Advanced • Pot 1d8+5, MR No
+11 vs Touch
Standard REC 7 • Melee Reach 5ft • One creature
4d8 + 4 (avg 22) Necrotic damage (Crit 2%/0)
The Spectre plunges its arm deep within the body of a mortal creature, and grasps at its very core. On a hit, the target suffers 1d6+1 Energy Damage (Burn) and Ongoing 25 Necrotic damage [ST, SE 4d10 vs CON].
Spectral Swipe (Encounter)
[Supernatural, Necrotic] Advanced • Pot 1d8+5, MR No
+11 vs Touch
Standard REC 7 • Melee Reach 5ft • Up to two creatures
4d8 + 4 (avg 22) Necrotic damage (Crit 2%/0)
The Spectre swipes through multiple creatures, attacking with abandon. On a hit, the target suffers 1d6+1 Energy Damage (Burn).
Spectral Shove (Encounter)
[Supernatural] Advanced • Pot 1d8+5, MR No
+11 vs Fortitude
Uses: 3
Extended Rest
Drain Essence
[Supernatural, Necrotic] Advanced • Pot 1d8+5, MR No
+11 vs Touch
Standard REC 7 • Melee Reach 5ft • One creature
4d8 + 4 (avg 22) Necrotic damage (Crit 2%/0)
The Spectre leaves a small portion of its own essence within the target, allowing it to continually feed and rejuvinate itself. On a hit, the target suffers 1d6+1 Energy Damage (Burn) and ongoing 1d6+1 Energy Damage (Burn). Each time the Spectre drains energy from this ability it regains hitpoints equal to [5 x Energy Damage] dealt.
Possession
[Supernatural] Advanced • Pot 1d8+5, MR No
+10 vs Will
Standard REC 8 • Range 5ft • One creature
The spectre moves into an opponent's body, wrestling control from its owner. On a hit, the target is Possessed [SE, ST 4d10 vs CHA]. If the target does not save within 20 segments, it is Possessed until the Spectre is forced to leave the body (i.e. it can no longer be ended by a Saving Throw).
Special: If the target is Helpless, the possessed condition lasts until the Spectre is forced to leave the body (i.e. it can no longer be ended by a Saving Throw).
Overland Movement
80 mi/day
Qualities
- Create Spawn: Any humanoid creature of small, medium, or large size slain by a Spectre becomes a Spectral Spawn in [1d20 + 10] segments. The Spectral Spawn is under the complete control of the Spectre. If the Spectre is killed, the spawn become free-willed and tries to flee to a dark corner of the world. In 1d10 days it will emerge as a full Spectre.
- Sunlight Vulnerability: Spectres are rendered powerless by natural sunlight and flee from it. A spectre caught in natural sunlight cannot attack and attempts to move out of the sunlight in the quickest and most efficient manner available
- Unnatural Presence: Spectres exude an unnatural aura that causes natural animals to flee from their presence. If an animal is forced within 30ft of a Spectre, it becomes Panicked until it can escape.
- Incorporeal: Immune to Non-Magical Attacks. Can move through solid objects without hindrance, cannot be Grabbed, Restrained, or similarly bodily affected (inc).
- Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
- Vulnerability: The creature is Vulnerable to Radiant damage (1.5x). (inc)
- Turn Resistance: 1d4 + Undeath Rank
- Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
Skills: Escape R3 (+8), Stealth R4 (+10), Listen R4 (+9), Spot R4 (+11), Survival R2 (+6), Investigate R4 (+9), Religious Arts R2 (+6), Charm R2 (+5), Coercion R5 (+11), Deception R3 (+7), Manipulation R3 (+7), Persuasion R3 (+7), Aloofness R5 (+11), Bravery R4 (+10), Intuition R3 (+7), Tolerance R1 (+4), Suspicion R3 (+7)
Feats: Fast Initiative, Mental Fortification, Class Feature: Weapon Training
Philosophies: Rank 3 Mental, Rank 2 Physical, Rank 5 Undeath
Combat Training: Cast 4, Melee 4, Parry 1, Fort 2, Reflex 2, Will 2
Wits: +7, Brawn: +5
Equipment: None
Social
Languages: Same as in life
Composure: 23
Charm
+5
Coercion
+11
Deception
+7
Manipulation
+7
Persuasion
+7
Aloofness
+11
Bravery
+10
Intuition
+7
Tolerance
+4
Suspicion
+7
Prejudices:
Motives: Slay mortals, create spawn