Size:
Medium
Type:
Undead
Form:
Temper:
# App:
± 1d4, Lair 1d8
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
± 150
Climb/Arboreal:
± 30 ft.
Flight:
± 100'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Aura
unnatural aura (30 ft.)
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.
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)
Treasure
standard
Environments
any
Actions/Abilities/Traits: Pathfinder 1e
Incorporeal undead monsters that drain life energy
Spectres are incorporeal undead monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.
A spectre will normally resemble the living creature it used to be. Most spectres are formed from humanoid creatures, but some may have other forms and sizes; statistically, most such creatures will be as given above, but of course the GM may create special types.
Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.
Basic Fantasy Role-Playing Game
Incorporeal phantoms; one of the most powerful undead monsters.
OSE
Incorporeal undead monsters that drain life energy
These fiendish shades dwell primarily on the negative material plane. Thus, when their barely-material forms come in contact with the living, they drain two levels of experience from the victim. Those reduced below zero energy levels become half-strength spectres under control of the one that stole their life-force. The living In turn can only affect spectres with magic weapons (of at least +1 value) or spells. Elemental spells and enchantments that affect the mind have no power over spectres. Liquids blessed by the gods still inflict damage upon them. If a cleric (good or evil) attempts to restore a spectre back to life via a spell or ritual, the spectre must make a saving throw or its existence is removed from the plane that fuels its unlife and it becomes naught in the world of living.
Some sages speculate that spectres have no power in sunlight, but no one has ever proved this theory.
OSRIC