bfrpg

bfrpg
Number appearing1d4, Lair 1d8
Armor class17 (m)
MoveFly 100'
Hit dice6**
Treasure typeE
Damage per attack1 touch (Energy drain 2 levels/touch)
Morale11

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

Energy Drain — On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage.

Create Spawn — 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.

Undead Immunities — May be Turned by Clerics and are immune to sleep, charm and hold magics.

Incorporeal — Cannot be harmed by non-magical weapons.

Source: Basic Fantasy Role-Playing Game. Attribution: Chris Gonnerman / Basic Fantasy Project. License: CC-BY-SA-4.0.

osric

osric
FrequencyRare
Number appearing1d6
Armor class2
Move150-ft hovering; 300-ft flying (AA: IV)
Hit dice7+3
% in lair20%
Treasure type3d4 gems (50%); 3d4×1,000 gp (70%); 1 misc. magic item (60%); 1d2 potions (70%)
Damage per attack1d8
Special attacksLevel drain
Special defenses+1 or better weapon to hit; immune to cold, poison, paralysation, and elemental spells, as well as sleep, charm, hold and other mental attacks
Magic resistanceStandard
IntelligenceHigh
AlignmentLawful evil
SizeMan-sized

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.

Special Abilities

Level Drain — Drain two levels of experience from the victim on contact. Those reduced below zero energy levels become half-strength spectres under control of the one that stole their life-force.

Immunities — Immune to cold, poison, paralysation, and elemental spells, as well as sleep, charm, hold and other mental attacks.

Magic Weapons Required — Can only be affected by magic weapons of at least +1 value or spells.

Holy Water — Liquids blessed by the gods still inflict damage upon them.

Restoration Vulnerability — 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.

Source: OSRIC. Attribution: Stuart Marshall, with Matthew J. Finch / Black Blade Publishing. License: OGL-1.0a.