Kryx RPGThemesCreatures
Specter

Specter

Medium undead
Challenge
1

STR
−5
DEX
2
CON
0
INT
0
WIS
0
CHA
0

22
5d8
14
Fort
+0
Ref
−1
Will
+1
Damage resistances acid, cold, concussion, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities necrotic, poison

Speed 0 m., fly 10 m. (hover)
Skills Divinity (Cha) +2 (13), Insight +0 (11), Perception +0 (11)
Senses darkvision 10 m.
Languages understands all languages it knew in life but can’t speak

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Maneuvers. The specter uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: ambush, cripple, spring attack

Spellcasting. The specter uses Divinity (Cha) to cast spells (spell save Difficulty 10, +2 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): ghostly spirit, reanimating word, soul sap

1 mana: absorb spirit, life drain, spirit drain

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +2 to hit, reach 1 m. Hit: 10 (3d6) necrotic damage. The target must succeed on a Difficulty 10 Fortitude saving throw or its maximum health is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its maximum health to 0.

Underdark, Urbansrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack in an attempt to cripple it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.