Spectre
Incorporeal undead monsters that drain life energy
Basic Fantasy Role-Playing Game
| Armor Class | 17 (m) |
|---|---|
| Hit Dice | 6** |
| Number Appearing | 1d4, Lair 1d8 |
| Attacks | 1 touch |
| Damage | Energy drain 2 levels/touch |
| Movement | Fly 100' |
| Save As | Fighter: 6 |
| Morale | 11 |
| XP | 610 |
| Treasure Type | E |
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
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 2 [17] |
|---|---|
| Hit Dice | 6** (27hp) |
| Number Appearing | 1d4 (1d8) |
| Attacks | 1 × touch (1d8 + energy drain) |
| THAC0 | 14 [+5] |
| Movement | 150' (50') / 300' (100') flying |
| Saving Throws | D10 W11 P12 B13 S14 (6) |
| Morale | 11 |
| Alignment | Chaotic |
| XP | 725 |
| Treasure Type | E |
Special Abilities
OSRIC
| Armor Class | 2 |
|---|---|
| Hit Dice | 7+3 |
| Number Encountered | 1d6 |
| Attacks | 1 |
| Damage | 1d8 |
| Move | 150-ft hovering; 300-ft flying (AA: IV) |
| Alignment | Lawful evil |
| Intelligence | High |
| XP | 7/1,815 +10/hp |
| Treasure Type | 3d4 gems (50%); 3d4×1,000 gp (70%); 1 misc. magic item (60%); 1d2 potions (70%) |
| Size | Man-sized |
| Frequency | Rare |
| Lair | 20% |
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.