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SpecterCreature 7


LEMediumIncorporealUndead
Source Pathfinder Bestiary 2
Perception +15 (darkvision)
Languages Common, Necril, Telepathy 100 Feet (with Spectral Thralls Only)
Skills Acrobatics +17, Intimidation +15, Stealth +17
Str -5, Dex +6, Con +4, Int +0, Wis +4, Cha +4

AC 25; Fort +13; Reflex +17; Will +15;
HP 95 (negative healing)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Vile Touch One Action +16 (+11, +6) to hit (finesse) 2d8+8 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (With Spectral Thralls Only) (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Frightful Presence (aura, emotion, fear, mental)

30 feet Aura DC 22 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Pain Starvation

A specter that goes for more than a month without dealing negative damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes Quickened. It can use its additional action only to make vile touch Strikes against humanoid targets. At the end of any turn in which it deals any amount of negative damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free.

Sunlight Powerlessness

A specter caught in sunlight is Clumsy 2 and Slowed 2 for as long as it remains in the sunlight.

Spectral Corruption Two Actions (curse, divine, enchantment, incapacitation, mental)

The specter makes a Vile Touch Strike. If it damages a living creature, the specter gains 5 temporary Hit Points and the target creature must attempt a DC 24 will save to avoid becoming corrupted.


Critical Success The creature is unaffected and is temporarily immune to spectral corruption for 1 minute.

Success The creature is Stupefied 2 for 1 hour.

Failure The creature succumbs to the corruption and becomes a spectral thrall temporarily. The creature is Controlled by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. This lasts until the end of the thrall's next turn, at which point it is no longer controlled but becomes stupefied 2 for 1 hour.

Critical Failure As failure, but the duration is unlimited. The thrall can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes stupefied 2 for 1 hour.


When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay others-particularly humanoids-in an attempt to distribute its pain among as many souls as it can. A specter maintains a strange semblance of its prior identity, but with a corrupted sense of purpose. It cannot be reasoned with.

A specter denied the opportunity to harm living humanoids grows increasingly agonized and irrational, akin to the mindset of a starving person forever denied a release from agony through death.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.