Poisoning Room Specter
Creature 7 — incorporeal, undead, unholy
Pre-Remaster content. May include legacy alignment.
ShadeSniperAERIALundeadspirit
When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay others-particularly humanoids-in an attempt to distribute its pain among as many souls as it can. A specter maintains a strange semblance of its prior identity, but with a corrupted sense of purpose. It cannot be reasoned with. A specter denied the opportunity to harm living humanoids grows increasingly agonized and irrational, akin to the mindset of a s
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +15; darkvision
Languages common, necril; telepathy 100 feet (with spectral thralls only)
Skills acrobatics +17, intimidation +15, stealth +17 (+21 in the shooting gallery)
Str
-5
Dex
+6
Con
+4
Int
+0
Wis
+4
Cha
+4
AC 25
Fort +13
Ref +17
Will +15
HP 95 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 5
Speed 0 feet, fly 40 feet
Offense
Melee Vile Touch (finesse) +16, Damage 2d8+8 void
Ranged Vile Blowgun +18, range increment 20 feet, Damage 3d6 void plus 3d6 poison plus Spectral Corruption
Abilities
Telepathy (with spectral thralls only) (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 22 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Pain Starvation — A specter that goes for more than a month without dealing void damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes Quickened. It can use its additional action only to make vile touch Strikes against humanoid targets. At the end of any turn in which it deals any amount of void damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free.
Sunlight Powerlessness — A specter caught in sunlight is Clumsy 2 and Slowed 2 for as long as it remains in the sunlight.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Spectral Corruption (curse, divine, incapacitation, mental) — The specter makes a vile touch Strike. If it damages a living creature, the specter gains 5 temporary Hit Points and the target creature must attempt a DC 24 Will save to avoid becoming corrupted.
Critical Success The creature is unaffected and is temporarily immune to spectral corruption for 1 minute.
Success The creature is Stupefied 2 for 1 hour.
Failure The creature succumbs to the corruption and becomes a spectral thrall temporarily. The creature is Controlled by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. This lasts until the end of the thrall's next turn, at which point it is no longer controlled but becomes Stupefied 2 for 1 hour.
Critical Failure As failure, but the duration is unlimited. The thrall can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes Stupefied 2 for 1 hour.
Critical Success The creature is unaffected and is temporarily immune to spectral corruption for 1 minute.
Success The creature is Stupefied 2 for 1 hour.
Failure The creature succumbs to the corruption and becomes a spectral thrall temporarily. The creature is Controlled by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. This lasts until the end of the thrall's next turn, at which point it is no longer controlled but becomes Stupefied 2 for 1 hour.
Critical Failure As failure, but the duration is unlimited. The thrall can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes Stupefied 2 for 1 hour.
WORKS WELL WITH
AnvilAERIALAn Anvil pins enemies inside the Shade's frightful presence and melee corruption range.
WeaverAERIALA Weaver forces enemies into positions where the Shade's blowgun and melee touch both threaten.
PUNISHES
✖ low Will✖ melee reliance✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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