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Medium undead · CR 1

Specter

Armor Class12
Hit Points22 (5d8)
Speed0 ft., fly 50 ft., hover true
ChallengeCR 1 (200 XP)
STR
1
(-5)
DEX
14
(+2)
CON
11
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
Resistancesacid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Immunitiesnecrotic, poison
Cond. ImmuneCharmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Sensesdarkvision 60 ft., passive Perception 10
Languagesunderstands all languages it knew in life but can't speak
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.

Running Specter in an encounter

As a CR 1 threat worth 200 XP, Specter is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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