Actions/Abilities/Traits: (OSR)
Special
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You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Special
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Create Spawn Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -4 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d4 points of maximum HP 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.
Special
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Energy Drain You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d6 necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this damage.
Special
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Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
Special
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Resurrection Vulnerability A raise dead or similar spell cast on a spectre destroys it (Death save negates). Using the spell in this way does not require a material component.
Special
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Sunlight Powerlessness 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.
Action
1 touch
1-8 + Double energy drain
Action
touch
1 * touch (1d8 + energy drain)
Special
Undead
Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Special
Mundane damage immunity
Can only be harmed by magical attacks.
Special
Energy drain
A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character's XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Blind-Fight
Action
Feat 2
Improved Initiative
Action
Feat 3
Skill Focus (Perception)
Action
Feat 4
Weapon Focus (touch)
Action
Melee 1
incorporeal touch +10 (1d8 plus energy drain)
Special
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.
Special
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.
Special
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.
Special
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.