Spectres

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

LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +17
Aura unnatural aura (30 ft.)

DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
hp 52 (8d8+16)
Fort +4, Ref +5, Will +9
Defensive Abilites incorporeal, channel resistance +2
Weakness resurrection vulnerability, sunlight powerlessness

OFFENSE
Speed fly 80 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn, energy drain (2 levels, DC 16)

STATISTICS
Str -, Dex 16, Con -, Int 14, Wis 16, Cha 15
Base Atk +6; CMB +6; CMD 21
Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Skills Fly +11, Intimidate +13, Knowledge (history) +10, Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11
Languages Common

SPECIAL ABILITIES

Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.

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

Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.

Unnatural Aura (Su) Animals, whether wild or domesticated, 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 unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.

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