Spectre
Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.
A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.
- HP
- 52 (8d8+16)
- AC
- 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
- Speed
- fly 80 ft. (perfect)
- Init
- +7
- Melee
- incorporeal touch +10 (1d8 plus energy drain)
- BAB
- +6
- CMB
- +6
- CMD
- 21
- Fort
- +4
- Ref
- +5
- Will
- +9
- Defensive Abilities
- incorporeal, channel resistance +2
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 –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.
energy drain (2 levels, DC 16)
Fly +11, Intimidate +13, Knowledge (history) +10, Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11
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