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Specter

Medium Undead, chaotic evil

CR 1

200 XP

AC: 12
HP: 22 (5d8)
Speed: , fly 50 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: understands all languages it knew in life but can't speak
STR
1
-5
DEX
14
+2
CON
11
+0
INT
10
+0
WIS
10
+0
CHA
11
+0

Special Abilities

Incorporeal Movement

The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity

While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain

Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Quick Reference

Challenge: CR 1
Type: Undead
Size: Medium
Alignment: chaotic evil
Best for party of 4 at level 3-4

Running This Encounter

Specters are incorporeal undead that phase through walls and objects, making them excellent for ambush encounters. Use their Etherealness trait to have them appear suddenly from solid structures like castle walls or crypt doors. They cannot be harmed by nonmagical weapons, so encourage creative problem-solving with magic items or spellcasting. Build tension by having them harry the party before committing to full combat.

Combat Tactics

Specters should use their mobility to stay out of melee range while attacking with Life Drain, targeting spellcasters or low-AC targets first. They prioritize draining Constitution to reduce HP rather than dealing raw damage, forcing the party into a war of attrition. Retreat into solid objects when threatened by magic users, then emerge from unexpected angles to reposition.

Environment & Setting

Specters thrive in haunted locations like abandoned mansions, desecrated temples, or sealed tombs with multiple solid structures they can phase through. Their ethereal nature makes them perfect for encounters with walls, pillars, and floors that block normal movement but not theirs.

Related Monsters