specter.pngArmor Class: 2
Hit Dice: 6**
Move: 150’ (50’)
Fighting Capability: +7
Saving Throw: 9
Damage: 2d8 energy drain
Dungeon Encounter: 1d4
Wilderness Encounter: 1d8
Morale: 11
Alignment: Chaotic
XP Value: 640

Spectres, like geists and phantoms, are incorporeal undead—they belong to the category of beings commonly called ghosts. Unlike a geist, which can only interact with the world through its own corpse; or a phantom, which is always only semi-corporeal and has a form of insubstantial ectoplasm; a spectre can be be solid or vaporous as it chooses. Because it can constitute a solid body for itself from ectoplasm, a spectre is not bound to haunting a single location, but instead can roam far and wide (when they do, they often ride upon night-mares; see the 1993 Creature Catalog, p79).

Spectres are invulnerable to normal and even to silver weapons; they can only be harmed by arms of elfsteel, orichalcum, or adamantite. Like all undead, spectres are immune sleep, charm, and hold, and they are +2 to save vs. cold, but −2 to save vs. fire. As incorporeal undead, they are vulnerable to a command from the bind spirits spell, but they have enough hit dice to be allowed a saving throw to resist the effect.

Any hit from a spectre drains away 2d8 hit points from both the target’s current and maximum hp values. If a character’s maximum hp are drained down to 0 or less, the character is slain immediately and will rise again the next night as another spectre under the control of the one that killed him.

Spectres are formidable undead warriors; examples of this sort of entity from literature and popular culture include Scorpion and the Nazgûl.


The Shade Isle Campaign jhiggins327 jhiggins327