Monstro.cc

Spectre

Incorporeal undead monsters that drain life energy

undead incorporeal energy-drain chaotic lawful-evil extraplanar

Basic Fantasy Role-Playing Game

BFRPG

Armor Class17 (m)
Hit Dice6**
Number Appearing1d4, Lair 1d8
Attacks1 touch
DamageEnergy drain 2 levels/touch
MovementFly 100'
Save AsFighter: 6
Morale11
XP610
Treasure TypeE

Spectres are incorporeal undead monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.

A spectre will normally resemble the living creature it used to be. Most spectres are formed from humanoid creatures, but some may have other forms and sizes; statistically, most such creatures will be as given above, but of course the GM may create special types.

Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

Special Abilities

Energy Drain: On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage.
Create Spawn: Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.
Undead Immunities: May be Turned by Clerics and are immune to sleep, charm and hold magics.
Incorporeal: Cannot be harmed by non-magical weapons.
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class2 [17]
Hit Dice6** (27hp)
Number Appearing1d4 (1d8)
Attacks1 × touch (1d8 + energy drain)
THAC014 [+5]
Movement150' (50') / 300' (100') flying
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale11
AlignmentChaotic
XP725
Treasure TypeE
Incorporeal phantoms; one of the most powerful undead monsters.

Special Abilities

Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Mundane damage immunity: Can only be harmed by magical attacks.
Energy drain: A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class2
Hit Dice7+3
Number Encountered1d6
Attacks1
Damage1d8
Move150-ft hovering; 300-ft flying (AA: IV)
AlignmentLawful evil
IntelligenceHigh
XP7/1,815 +10/hp
Treasure Type3d4 gems (50%); 3d4×1,000 gp (70%); 1 misc. magic item (60%); 1d2 potions (70%)
SizeMan-sized
FrequencyRare
Lair20%

These fiendish shades dwell primarily on the negative material plane. Thus, when their barely-material forms come in contact with the living, they drain two levels of experience from the victim. Those reduced below zero energy levels become half-strength spectres under control of the one that stole their life-force. The living In turn can only affect spectres with magic weapons (of at least +1 value) or spells. Elemental spells and enchantments that affect the mind have no power over spectres. Liquids blessed by the gods still inflict damage upon them. If a cleric (good or evil) attempts to restore a spectre back to life via a spell or ritual, the spectre must make a saving throw or its existence is removed from the plane that fuels its unlife and it becomes naught in the world of living.

Some sages speculate that spectres have no power in sunlight, but no one has ever proved this theory.

Special Abilities

Level Drain: Drain two levels of experience from the victim on contact. Those reduced below zero energy levels become half-strength spectres under control of the one that stole their life-force.
Immunities: Immune to cold, poison, paralysation, and elemental spells, as well as sleep, charm, hold and other mental attacks.
Magic Weapons Required: Can only be affected by magic weapons of at least +1 value or spells.
Holy Water: Liquids blessed by the gods still inflict damage upon them.
Restoration Vulnerability: If a cleric (good or evil) attempts to restore a spectre back to life via a spell or ritual, the spectre must make a saving throw or its existence is removed from the plane that fuels its unlife and it becomes naught in the world of living.