Specter

Specter

Medium undead
Challenge

STR
−5
DEX
2
CON
0
INT
0
WIS
0
CHA
1

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
Condition immunities bleeding, burning, charmed, diseased, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Speed 0 m., fly 10 m. (hover)
Skills Divinity (cha) +2 (13)
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 11, +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 when it finishes a short rest. It knows the following spells:

1 mana: absorb spirit, life drain, spirit drain

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

Actions (1)

Life Drain. Melee Spell Attack: +2 to hit. 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.

Shadowfell, 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 on a miss by 4 or less) if you have advantage on the attack, 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.

Enhance

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

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

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 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

Spells

As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.

Augment

You gain 1d10 additional temporary health for each additional mana expended.

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As an action, you drain the spiritual energy from a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana, ki, or stamina dice, the spell has no effect on it.

On a failure, it takes 2d6 necrotic damage, loses 1 mana, 2 ki, or 2 stamina dice (its choice), and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment

You can increase the damage by 5d6 and the target loses 1 additional mana or 2 additional stamina dice for each additional mana expended.