𓉳 Bestiary: Undead: The Spectrals - JulTob/DnD GitHub Wiki

Shadow

To light a candle is to cast a shadow.

Shadows are undead that resemble dark exaggerations of humanoid shadows.

Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.

If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its "parent" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.

Undead Nature. A shadow doesn't require air, food, drink, or sleep.

Medium undead, chaotic evil

Armor Class 12

Hit Points 16 (3d8 + 3)

Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills Stealth +4 (+6 in dim light or darkness)

Damage Vulnerabilities radiant

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 10

Languages ---

Challenge 1/2 (100 XP)

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.


Specter

A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body.

Beyond Redemption. When a ghost's unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world.

Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow.

Dwellers in Darkness. Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they retreat back into the darkness, where they remain until night falls again.

Undead Nature. A specter doesn't require air, food, drink, or sleep.

Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages understands all languages it knew in life but can't speak

Challenge 1 (200 XP)

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.

VARIANT: POLTERGEIST

A poltergeist is a different kind of specter- -the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche.

A poltergeist has a challenge rating of 2 (450 XP) and gains the following additional trait:

Invisibility. The poltergeist is invisible.

The poltergeist has the following action options in place of the specter's Life Drain:

Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage.

Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.

If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.


Ghost

A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.

Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.

The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.

Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.

Undead Nature. A ghost doesn't require air, food, drink, or sleep.

Medium undead, any alignment

Armor Class 11

Hit Points 45 (10d8)

Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

< p>Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 11;

Languages any languages it knew in life;

Challenge 4 (1,100 XP)

Ethereal Sight: The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement: The ghost 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.

Actions

Withering Touch : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage: Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6): One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Banshee

When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.

Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee's face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.

Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.

Beauty Hoarders. The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.

Undead Nature. A banshee doesn't require air, food, drink, or sleep.

Medium undead, chaotid evil

Armor Class 12

Hit Points 58 (13d8)

Speed 0 ft., fly 40 ft. (hover)

STR 1 (-5)
DEX 14 (+2)
CON 10 (+0)
INT 12 (+1)
WIS 11 (+0)
CHA 17 (+3)

Saving Throws Wis +2, Cha +4

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 10

Languages Common, Elvish

Challenge 4 (1,100 XP)

Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain, She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.



Wraith

Medium undead, neutral evil

Armor Class 13

Hit Points 67 (9d8 + 27)

Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 12;

Languages the languages it knew in life;

Challenge 5 (1,800 XP)

Incorporeal Movement: The wraith 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 wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.


Gallow Speaker

👻 Undeads (Ghosts) ☠️GALLOWS SPEAKER
👾 Type: MEDIUM UNDEAD
🛡️ Armor Class: 12
💚 Hit Points: 85 (19D8)
⚰️Damage Vulnerabilities  
🌡️ Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
🩹Damage Immunities necrotic, poison
💉Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
👞 Speed: 0 ft., fly 40 ft. (hover)
🟥 STR 8 (-1)
🟧 DEX 14 (+2)
🟨 CON 10 (+0)
🟩 INT 10 (+O)
🟦 WIS 12 (+l)
🟪 CHA 18 (+4)
🎲 Saving Throws WIS +4
👁️ Senses: truesight 60 ft., passive Perception 17
🇪🇺 Languages: any languages its component spirits knew in life
💀 Challenge: 6 (2,300 XP)
🏅Proficiency Bonus +3
♠️ Skills PERCEPTION +7
Divination Senses The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa
Incorporeal Movement. The gallows speaker can move through other creatures and objects as ifthey were difficult terrain. It takes 5 (1d10) force damage ifit ends it turn inside an object.
Unusual Nature The gallows speaker doesn't require air, food, drink, or sleep.
⚔️ Actions  
Foretelling Touch Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage, and the target must roll a d4 and subtract the number rolled from the next at­ tack roll or saving throw it makes before the start of the gallows speaker's next turn.
Suffering Echoes The gallows speaker targets a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 19 (3d12) psy­chic damage, and waves of painful memories leap from the target to up to three other creatures of the gallows speaker's choice that are within 30 feet of the target, each of which takes 13 (3d8) psychic damage.
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