Medium or Small Undead (Incorporeal Undead)
Hit Points: 22 (5d8)
Speed: Fly (Hover) 50 ft.
Level: 5
AC: 12
Initiative: +2
STR
1
(-5)
DEX
14
(2)
CON
10
(0)
INT
10
(0)
WIS
10
(0)
CHA
12
(1)
Saving Throws
-5
2
0
0
0
4
Damage Vunerability:
Skill:
Senses: Darkvision 60 ft., Passive Perception 10
Damage Resistance: Acid, Cold, Electric, Fire, Physical that is neither Magical nor Cold Iron, Sonic
Damage Immunity: Necrotic, Poison
Condition Immunity: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Pushed, Restrained
Language: Understands all languages it knew in life
Traits
Elite:
An Elite creature counts as two monsters of a given level. It has +2 to all saves, as well as twice as many hit points and twice as much damage as a typical monster of its level.
Legendary:
A Legendary creature counts as five monsters of a given level for the purposes of XP and encounter difficulty. It has +4 to all saves, as well as four times as many hit points and typically deals five times as much damage, albeit spread out amongst its targets.
Incorporeal Movement
The specter can move through solid objects. For every 5 ft. the specter travels where some of its body is inside a solid object, the specter takes 1d10 force damage.
Actions
Draining Touch
The specter reaches through objects, armor, and other defenses to strike the target.
Action - 1 Creature (5 ft.)
Dexterity Save (DC 12)
Failure: 2d6 necrotic damage, and the target is drained by the same amount.
Hit: No damage.
This ability can be used whenever the specter would normally make an attack (such as an attack of opportunity).
Tactics
Specters prioritize attacking whoever is most injured or whoever looks least able to dodge their draining touch.
They ignore undead or nonliving creatures, unless the creature is damaging them and they have no living targets.
They are usually suicidally aggressive.
Loot
Lore
Specters usually arise spontaneously from those who die a violent death. A specter is always created from someone who is jealous of the living for continuing on while they have died. By becoming a specter, they let go of their empathy for living things and decide to destroy all life they come across. As a result, most specters come from people who died while consumed by great anger. Very few people would become a specter if they were thinking clearly. Sometimes, a necromancer guides a soul to become a specter, but the soul must always have some envy or anger towards the living.
Sometimes specters work with living monsters or necromancers on the condition that they destroy more life than they save. Sometimes they also have a preference for destroying a certain group or type of creature.
Most often, specters haunt battlefields, dark temples, or places where people died in an unfair and painful way. Hospices must be careful when particularly bitter people die of old age, and usually keep a cleric or paladin around just in case.