HP 22 (5d8; bloodied 11)
Speed 0 ft., fly 50 ft. (hover)
Proficiency +2; Maneuver DC 12
Damage Resistances acid, cold, fire, lighting, thunder; damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities , , , , , , , , ,
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can’t speak
Incorporeal. The specter can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.
Sunlight Sensitivity. While in sunlight, the specter has on attack rolls, as well as on Perception checks that rely on sight.
Undead Nature. A specter doesn’t require air, sustenance, or sleep.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must succeed on a DC 10 Constitution or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Hurl. The specter targets a Medium or smaller creature, or an object weighing no more than 150 pounds, within 30 feet of it. A creature makes a DC 12 Strength . On a failure, it is hurled up to 30 feet in any direction (including upwards), taking 3 (1d6) damage for every 10 feet it is hurled. An object is launched up to 30 feet in a straight line, and a creature in its path makes a DC 12 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failure. On a success, the creature takes no damage, and the object keeps flying past it.
Fade. While not in sunlight, the specter turns and takes the Hide action. It remains invisible for 1 minute or until it uses Life Drain or takes damage. If the specter takes radiant damage, it can't use this action until the end of its next turn.
The specter attacks invisibly, using Hurl on its first turn and then becoming visible as it uses Life Drain. It retreats if it takes radiant damage while .
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 A specter is the angry spirit of a mortal that has entirely forgotten its former self.
DC 15 Specters resist most types of damage, but magical weapons harm them, and they hate sunlight.
DC 20 A specter’s touch drains the life essence from mortal creatures. They can pass through solid objects and fade in and out of reality, although sunlight prevents them from doing so.
A specter is an angry, undead spirit that has been prevented from moving on to the afterlife. Its emotional connection to its former life has been severed, yet it is doomed to remain on the Material Plane by dark magic, a vengeful god, or an unremembered tragedy.
Rage and Destruction. Unfinished business does not tie a specter to a specific place, as it does with . They are free to roam as they desire, barred only by sunlight, which they fear. The sight of a living creature throws a specter into a frenzy of jealousy and bitterness, and they kill without remorse. No one with mortal blood flowing in their veins escapes a specter’s wrath.
Supernatural Origin. Some specters are created by evil creatures: a victims rise as specters, and a living spellcaster can raise a specter from the dead. Other specters arise naturally. Over centuries, a may forget its connections to the world, remembering only its anger. Such a spirit gradually transforms into a specter.
1 Inanimate skeletons
2 Unattended objects moving on their own accord
3 A sudden chill
4 A distant, hollow moan
Specters lurk underground and in tombs. They sometimes venture forth at night to slay the living.
CR 0–2 1 or 2 ; with 2 or
Treasure 200 sp (tarnished silver coins), antique silver necklace (75 gp)
CR 3–4 3 or 4 ; 2 and 2
Treasure gold holy symbol (250 gp), of
Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as. Others, like , are the products of an evil ritual or curse.