Encounters: Anauroch - The Sword - Mountains/Hills (Night)

Spectre (CR 7)

Medium Undead (Incorporeal)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +14, and Spot+14


AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Hit Dice: 7d12 (45 hp)
Fort +2, Ref +5, Will +7


Speed: 40 ft., fly 80 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -
Attack: Incorporeal touch +6 melee
Full Attack: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d8 and energy drain
Special Attacks: Energy drain, create spawn


Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Special Qualities: Undead, incorporeal, +2 turn resistance, unnatural aura, sunlight powerlessness
Feats: Alertness; Blind-fight; Improved Initiative
Skills: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search+10, Spot+14, and Survival +2 (+4 following tracks)
Advancement: 8-14 HD (Medium-size)


Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or swarm (6-11)
Treasure: None


Source: Monster Manual

Energy Drain (Su): Living creatures hit by a spectre's incorporeal touch attack receive two negative levels. The Fortitude save to remove a negative level has a DC of 15.

Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness (Ex): Spectres are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only partial actions.

In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.

Spectres are incorporeal undead often mistaken for ghosts or other such horrors. They haunt the places where they died, retaining their sentience but now hating all living things. A spectre looks so much as it did in life that it can be easily recognized by those who knew the individual or have seen the individual in paintings and such. In many cases, the evidence of a violent death is visible on its semitransparent, faintly luminous body. The chill of death hangs in the air around spectres and lingers in the places they haunt.

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