# Specter *Medium* *Undead* - **Armor Class:** 12 - **Hit Points:** 22 (5d8) - **Speed:** walk 0 ft. fly 50 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** A5e Monstrous Menagerie, page 396 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 2 (-4) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | - **Skills:** - **Damage Immunities:** necrotic, poison - **Damage Resistances:** acid, cold, fire, lighting, thunder; damage from nonmagical weapons - **Condition Immunities:** charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** understands the languages it knew in life but can't speak ### Special Abilities - **Incorporeal:** The specter can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn. - **Sunlight Sensitivity:** While in sunlight, the specter has disadvantage on attack rolls, as well as on Perception checks that rely on sight. - **Undead Nature:** A specter doesnt require air, sustenance, or sleep. ### Actions - **Life Drain:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage and 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 its hit point maximum is reduced to 0. - **Hurl:** The specter targets a Medium or smaller creature or an object weighing no more than 150 pounds within 30 feet of it. A creature makes a DC 12 Strength saving throw. On a failure it is hurled up to 30 feet in any direction (including upwards) taking 3 (1d6) damage for every 10 feet it is hurled. An object is launched up to 30 feet in a straight line and a creature in its path makes a DC 12 Dexterity saving throw taking 7 (2d6) bludgeoning damage on a failure. On a success the creature takes no damage and the object keeps flying past it. - **Fade:** While not in sunlight the specter turns invisible and takes the Hide action. It remains invisible for 1 minute or until it uses Life Drain or takes damage. If the specter takes radiant damage it can't use this action until the end of its next turn.