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SpecterThis creature looks like a vaguely humanoid figure composed of living shadow. White-hot pinpoints of light seem to serve as its eyes. Its arms end in wicked claws of shadowstuff and its lower torso trails off into wispy dark shadows.

Specter (CR 10)

XP 9,600
CE Medium Undead (Incorporeal)
Init +8; Senses Darkvision 60 ft., lifesense 60 ft.; Perception +25

DEFENSE

AC 21, touch 21; flat-footed 16 (+6 deflection, +4 dex, +1 dodge)
hp 126 [165] (11d8+77)
Fort +9, Ref +9, Will +12
Defensive Abilities Channel Resistance +4, Incorporeal, Rejuvenation; Immune Undead traits
Weakness Holy

Tactics

During Combat The specter starts the fight with Frightful Moan if close enough to his enemies or Ectosmash to get in closer to do Frightful Moan the next turn. He tends to use Curse on his opponents if they have below 50% health. Grave Reel or Drain Touch if he is below 50% health and Blood Saber if below 30% health.

OFFENSE

Speed Fly 30 ft. (perfect)
Melee Aging touch +12 (8d6 shadow damage and old status effect, Fort DC 21 half dmg & negate effect)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Saber, Curse, Drain Touch, Ectosmash, Frightful Moan, Grave Reel

STATISTICS

Str —, Dex 18, Con —, Int 12, Wis 16, Cha 22
Base Atk +8; CMB +12; CMD 28
Feats Blind-Fight, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +12, Knowledge (history, nobility, planes) +12, Perception +25, Sense Motive +17, Stealth +12; Racial Modifiers +8 Perception, +8 Stealth
Languages Common

SPECIAL ABILITIES

Aging Touch (Su)

By passing part of its incorporeal body through a foe’s body as a standard action, the specter inflicts 8d6 points of shadow damage. This damage manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted and ignores the aging effect. Any creature the specter touches with a successful melee touch attack and failed Fortitude save takes 1 point of Strength, Dexterity, and Constitution damage. This aging is reflected in the target’s appearance-skin becomes more wrinkled and pockmarked, hair turns white, posture stoops-and while this has no additional negative effect, it does provide a cumulative +2 bonus on Disguise checks. Only the target’s body is aged by this spell, and it gains none of the benefits of growing older naturally. Creatures that gain benefits by age category do not gain additional advantages due to this spell.

Every time a creature is affected by this touch, it is temporarily aged one age category. Every time the target ages in this way, the effects of this spell stack, until the target reaches venerable age. If a creature is aged past venerable, it instead takes additional 5d6 points of shadow damage each time it is struck, as its body succumbs to the ravages of incredibly swift decay.

Ability damage dealt by this effect heals as normal, at a rate of 1 point per day for each affected ability. The bonus on Disguise checks also fades over time, decreasing at a rate of -2 every day until the target’s Disguise modifier returns to normal.

Blood Saber (Su)

2/day, a specter can drain the health of all nearby enemies with a 15-ft.-radius spread. A specter deals 6d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 21) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (Knowledge: Religion DC 27).

Curse (Su)

4/day, a specter can curse those around it in a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 21) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).

Drain Touch (Su)

A specter can absorb the blood from a target with a melee touch attack (+12). If it hits, the target take 4d6 points of shadow damage and the specter is healed for that much. This spell also works against undead unlike most draining abilities. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).

Ectosmash (Su)

A specter can teleport adjacent to any foe within 30 ft. and make a single aging touch. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21). This is treated as a swift action for the specter.

Frightful Moan (Su)

The specter died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 21 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).

Grave Reel (Su)

5/day, a specter can drain the essence of enemies around it in a 15-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 21) or suffer 2d6 points of shadow damage and the specter is healed by the damage inflicted. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).

Rejuvenation (Su)

In most cases, it’s difficult to destroy a specter through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different specter by the GM.