Spectre (CR +7)

Like ghosts, spectres are the incorporeal spirits of living beings that continue to act after death. They haunt the places they frequented in life, seeking to grant their loved ones the same tortured existence that they now endure.

A spectre appears much as it did in life, except that its face is twisted into a mask of hatred and despair. Spectres are often confused with ghosts.

"Spectre" is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A lich retains all the base creature’s statistics and special abilities except as noted here.

Racial Traits

Standard Traits

  • CR: +7 (148 CP total)
  • Hit Dice: The spectre adds 7 spectre Hit Dice (d8) to the base creature's total Hit Dice. These HD stack with the base creature's HD to determine the number of ability score increases, feats, racial feats, skill proficiency increases, and any abilities or traits that scale off of the creature's total HD except for its base attack bonus and base saving throw bonuses (see traits below). (0 CP)
  • Alignment: Any evil.
  • Type: The creature’s type changes to undead and gains the incorporeal subtype if the base creature did not already have it. Do not recalculate the base creature's base attack bonus, base saving throw bonuses, and skill ranks.
  • Movement: A spectre loses all the base creature’s speeds and gains a fly speed equal to double the base creature’s highest speed, with perfect maneuverability. (8 CP)
  • Ability Score Adjustment: Dex +2, Cha +2. Spectres have no Strength and Constitution scores, and instead use their Charisma score in place of Constitution when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. (-2 CP)

Defense Racial Traits

  • Channel Resistance (Su): The spectre adds half of it total Hit Dice as a bonus to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). (2 CP)
  • Incorporeal: The spectre has the incorporeal trait. (10 CP)
  • Undead Immunities (Ex): The spectre is immune to the following conditions: bleed, energy drain, exhaustion, fatigue, paralysis, sleep, and stunned. It is also immune to death, disease, mind-affecting, and poison effects and spells. It is also immune to ability drain, energy drain, nonlethal damage, and ability damage to Strength, Dexterity, and Constitution. It is not affected by raise dead or reincarnate effects or spells. Finally, the spectre is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). (85 CP)
  • Undead Saving Throws: The spectre increases its base Fortitude and Reflex saving throw bonuses by +2, and its base Will saving throw bonus by +5. (2 CP)
  • Undead State: The spectre is immune to the disabled and dying conditions, and is destroyed at 0 hp. (-2 CP)

Offense Racial Traits

  • Base Attack Bonus: The spectre increases its base attack bonus by +5 (medium progression). (0 CP)
  • Create Spawn (Su): The spectre can create additional spectres from creatures from its energy drain, as long as the total Hit Dice from all of its spawn does not exceed twice the spectre's HD. Spawn are under the command of the spectre that created them as if under a permanent dominate monster effect and remain enslaved until its destruction. (5 CP)
  • Energy Drain (Su): The spectre's incorporeal touch attacks also inflict energy drain on the target it deals damage to. The spectre's energy drain inflicts 2 negative levels. (20 CP)
  • Incorporeal Touch: The spectre gains an incorporeal natural touch attack that deals 1d4 points of damage (for a Medium size spectre). At 7th Hit Dice, and every 7 HD after, the damage increases by 1 step. If the base creature possesses other natural attacks or is able to wield incorporeal weapons, they deal normal damage, but are also considered to be incorporeal touch attacks. (3 CP)
  • Unnatural Aura (Su): Animals do not willingly approach the spectre unless the animal’s master makes a Handle Animal, Ride, or wild empathy check. The DC is 10 + 1/2 the spectre's total Hit Dice + the spectre's Charisma modifier. The aura's radius centered on the spectre starts at 15 feet, and increases by 5 feet at the spectre's 7th HD, and every 7 HD after. A successful check allows the animal to not be affected again by the same spectre’s aura for 24 hours. (7 CP)

Senses Racial Traits

  • Darkvision: The spectre can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. If the base creature already had darkvision, its range increases by 30 feet. (2 CP)

Other Racial Traits

  • Powered by Negative Energy (Su): The spectre is healed by negative energy and harmed by positive energy. (-1 CP)
  • Resurrection Vulnerability: 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. (-2 CP)
  • Sunlight Powerlessness: The spectre is powerless in natural sunlight (this does not include light created by effects such as a daylight spell). The spectre caught in natural sunlight cannot attack and is staggered. (-3 CP)
  • Undead Biology (Ex): The spectre does not need to breath, drink, eat, or sleep unless doing so benefits it. (15 CP)
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