Spectrals

by CanceRevolution

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Spectrals

Spectrals are ethereal entities believed to exist beyond the physical realm. They are often considered the remnants of an individual's soul or energy that persist after the death of their physical body. Spectrals are frequently connected with hauntings, possessions, and other paranormal phenomena.

They tend to linger in the physical world due to unresolved matters, whether it's an important task left incomplete or emotions and regrets yet to be reconciled. Spectrals are typically tied to locations where they lived, worked, or met their end, often reported to haunt these particular sites. In several instances, sightings of spectrals have been linked to tragic events, such as accidents, homicides, or conflicts.

Tier 1



Ghost

Medium, Undead

Tier 1, Challenge Point 2, XP: 2

Attributes

AC 9 AP 0
HP 2 Posture 3
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 10
  • Senses Ethereal Vision
  • Language Dark Common

Movement

Base/ Fly (Hover) 25 Climb/Swim 0 Dash 10

Stats + Skills

STR -2 DEX +1 INT +0 WIS +0 CHA +3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 11) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

Actions (1)

  • Haunt Hit +3, Dmg 1d6 psychic

  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d6 psychic damage.

  • Posession: You can try to possess a creature within 5 feet of you. That creature must then succeed on a Persuasion Save (DC 11) to avoid the possession. The creature must repeat this Save every 10 minutes while possessed or every time it takes any damage while possessed.

  • You completely control the creature's body, using all its stats, skills, and abilities. You also use the HP and Posture of that creature. If the creature's Posture is reduced to 0, the possession ends.

  • If the creature succeeds on this Persuasion Save, it becomes immune to possessions for 1 day.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step



Ghost Warrior

Medium, Undead

Tier 1, Challenge Point 4, XP: 4

Special Loot: Shadow Blade (Rare Weapon)

Attributes

AC 11 AP 0
HP 13 Posture 7
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 10
  • Senses Ethereal Vision
  • Language Dark Common

Movement

Base/ Fly (Hover) 30 Climb/Swim 0 Dash 40

Stats + Skills

STR +5 DEX +3 INT +0 WIS +0 CHA +0
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 13) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

Actions (1)

  • Shadow Long Sword Hit +5, Dmg 1d10 psychic

  • Favorite Weapon: When you miss an Attack, you can reroll that result. You must use the second result and you cannot reroll it again.

  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d4 psychic damage.

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Posession: You can try to possess a creature within 5 feet of you. That creature must then succeed on a Persuasion Save (DC 13) to avoid the possession. The creature must repeat this Save every 10 minutes while possessed or every time it takes any damage while possessed.

  • You completely control the creature's body, using all its stats, skills, and abilities. You also use the HP and Posture of that creature. If the creature's Posture is reduced to 0, the possession ends.

  • If the creature succeeds on this Persuasion Save, it becomes immune to possessions for 1 day.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step

Tier 2



Banshee

Medium, Undead

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 9 AP 0
HP 30 Posture 17
Mana 4
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 10
  • Senses Ethereal Vision
  • Language Dark Common

Movement

Base/ Fly (Hover) 25 Climb/Swim 0 Dash 10

Stats + Skills

STR -2 DEX +1 INT +0 WIS +0 CHA +7
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Action

  • Horrible Howling When you start your turn, all creatures within 60 feet of you must make an Endurance Save (DC 15), taking 1d8 sonic damage on a fail, or half as much on a success.

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 15) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Death Scream When you die, all creatures within 300 feet of you must make an Endurance Save (DC 15). A creature takes 2d12 sonic damage on a fail, or half as much on a success.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

  • Spell Skill: Spell Hit:+7, Spell DC (15)

Actions (1)

  • Haunt Hit +7, Dmg 1d12 psychic

  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d12 psychic damage.

  • Cast Spell You can cast the following Spells:

  • At Will: Sonic Blast

  • Level 1 (1 Mana): Scream

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step



Barghest

Small, Undead

Tier 2, Challenge Point 2, XP: 4

Attributes

AC 13 AP 0
HP 12 Posture 9
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 15
  • Senses Ethereal Vision
  • Language None

Movement

Base/ Fly (Hover) 35 Climb/Swim 0 Dash 30

Stats + Skills

STR +4 DEX +5 INT -3 WIS +5 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 13) or become Scared of you for 1 turn.

  • Tracker: You gain advantage on Nature and Investigation Checks to track creatures.

  • Pack Hunter: You gain advantage on Attacks if there's an ally within 5 feet of the target you are attacking.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

Actions (1)

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 Action.
  • Bite Hit +5, Dmg 2d6 psychic
  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 2d6 psychic damage.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step



Drowning Spirit

Medium, Undead

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 11 AP 0
HP 30 Posture 19
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 7
  • Senses Ethereal Vision
  • Language Dark Common

Movement

Base/ Fly (Hover) 35 Climb/Swim 0 Dash 10

Stats + Skills

STR -2 DEX +3 INT -3 WIS -3 CHA +7
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 15) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Drowning Aura Any creature of your choice within 30 feet of you begins to Suffocate if it can’t breath underwater.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

Actions (2)

  • Haunt Hit +7, Dmg 1d8 psychic

  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d8 psychic damage.

  • Posession: You can try to possess a creature within 5 feet of you. That creature must then succeed on a Persuasion Save (DC 15) to avoid the possession. The creature must repeat this Save every 10 minutes while possessed or every time it takes any damage while possessed.

  • You completely control the creature's body, using all its stats, skills, and abilities. You also use the HP and Posture of that creature. If the creature's Posture is reduced to 0, the possession ends.

  • If the creature succeeds on this Persuasion Save, it becomes immune to possessions for 1 day.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step



Empty Void Spirit

Medium, Undead

Tier 2, Challenge Point 12, XP: 24

Attributes

AC 11 AP 0
HP 46 Posture 27
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 7
  • Senses Ethereal Vision
  • Language Dark Common

Movement

Base/ Fly (Hover) 30 Climb/Swim 0 Dash 10

Stats + Skills

STR -2 DEX +3 INT -3 WIS -3 CHA +7
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 15) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

Actions (2)

  • Drain Ego Choose 1 creature within 5 feet of you. That creature must make an Insight Save (DC 15). On a fail, it takes 2d8 psychic damage and becomes Scared of you for 1 turn. You also regain HP equal to the damage dealt this way. On a success, you take 1d8 psychic damage instead.

  • Posession: You can try to possess a creature within 5 feet of you. That creature must then succeed on a Persuasion Save (DC 15) to avoid the possession. The creature must repeat this Save every 10 minutes while possessed or every time it takes any damage while possessed.

  • You completely control the creature's body, using all its stats, skills, and abilities. You also use the HP and Posture of that creature. If the creature's Posture is reduced to 0, the possession ends.

  • If the creature succeeds on this Persuasion Save, it becomes immune to possessions for 1 day.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step

Tier 3



Headless Horseman

Medium, Undead

Tier 3, Challenge Point 20, XP: 60

Special Loot: Shadow Blade (Rare Weapon)

Attributes

AC 18 AP 0
HP 88 Posture 46
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 8
  • Senses Ethereal Vision
  • Language Dark Common

Movement

Base/ Fly (Hover) 35 Climb/Swim 0 Dash 50

Stats + Skills

STR +8 DEX +6 INT -1 WIS -2 CHA +4
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Headless You can reduce the damage of Critical Hits against you by 2d6.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

Actions (3)

  • Shadow Long Sword Hit +8, Dmg 1d10 psychic

  • Favorite Weapon: When you miss an Attack, you can reroll that result. You must use the second result and you cannot reroll it again.

  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d12 psychic damage.

  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.

  • Show Head: Choose 1 creature within 5 feet of you. It must succeed on an Insight Save (DC 16). On a fail, it takes 3d12 psychic damage and it becomes Scared of you for 1 turn. On a success, it only takes half that damage. If the creature was already Scared, it automatically fails this Save.

  • Triumph: This Action has a limit of once per round.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step



Spectral Ride

Large, Undead

Tier 3, Challenge Point 5, XP: 15

Attributes

AC 16 AP 0
HP 28 Posture 16
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 17
  • Senses Ethereal Vision
  • Language None

Movement

Base/ Fly (Hover) 45 Climb/Swim 0 Dash 50

Stats + Skills

STR +8 DEX +6 INT -3 WIS +7 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.
  • Fast You are always on Fast Terrain

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

Actions (1)

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 Action.
  • Hooves Hit +8, Dmg 1d12 psychic + 1d12 fire
  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d6 psychic damage.
  • Ignite: On a hit, that target becomes Ignited (1d4).
  • Knocker: On a hit, a target smaller than you becomes Knocked Prone and you deal double Posture damage.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step



Howling Banshee

Medium, Undead

Tier 3, Challenge Point 32, XP: 96

Attributes

AC 12 AP 0
HP 126 Posture 66
Mana 20
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 10
  • Senses Ethereal Vision
  • Language Dark Common

Movement

Base/ Fly (Hover) 25 Climb/Swim 0 Dash 10

Stats + Skills

STR -2 DEX +2 INT +0 WIS +0 CHA +8
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Action

  • Horrible Howling When you start your turn, all creatures within 60 feet of you must make an Endurance Save (DC 16), taking 2d8 sonic damage on a fail, or half as much on a success.

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells

Abilities

  • Aura of Fear At the start of your turn, all creatures within 60 feet of you must succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Death Scream When you die, all creatures within 300 feet of you must make an Endurance Save (DC 16). A creature takes 4d8 sonic damage on a fail, or half as much on a success.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.

  • Spell Skill: Spell Hit: +8, Spell DC (16)

Actions (1)

  • Haunt Hit +8, Dmg 2d8 psychic

  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d8 psychic damage.

  • Cast Spell You can cast the following Spells:

  • At Will: Sonic Blast

  • Level 1 (1 Mana): Scream

  • Level 2 (2 Mana): Frost Wind, Shadowball

  • Level 3 (4 Mana): Power Word: Pain

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step

Tier 6



Charon, the Ferryman of Hades

Medium, Godly/ Undead

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 20 AP 0
HP 398 Posture 212
  • Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Slash, Strike, Thrust, Poison
  • Passive Insight/ Perception 22
  • Senses Ethereal Vision
  • Language All

Movement

Base/ Fly (Hover)/ Swim 60 Climb 0 Dash 10

Stats + Skills

STR -2 DEX +11 INT +12 WIS +12 CHA +16
  • LU -2: Luck Points: 0; Critical Fail: 1 or 2

Villain Action

  • Villain Save Once per round, when you fail on a Save, you can succeed on it instead. However, you lose all your damage immunities and your Immaterial Form ability for 1 turn when you do so.

Abilities

  • Aura of Fear At the start of your turn, all creatures within 120 feet of you must succeed on an Insight Save (DC 24) or become Scared of you for 1 turn.

  • Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.

  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

  • Pain Tolerance Your Passive Concentration is 44.

  • Immortality Once you reach 0 HP, you don't die. After 1 hour, you then regain all your HP and revive from the River of Souls.

  • Influence Weakness A creature can only influence you using Bargain. If it succeeds, your attitude increases by 2 instead of just 1. If the creature offers you gold coins, it makes this Check with advantage.

  • Undying When you reach 0 HP, you revive with full HP on the start of the next round. This ability can only be used once per Long rest.

Actions (3)

  • Soul Taxes Choose 1 creature within 5 feet of you. That creature must succeed on a Bargain Save (DC 24), or immediately die. A creature can pay 10 gold coins or more to automatically succeed this Save.

  • Conjure Tears of Torment Souls (Concentration) Choose 1 creature within 300 feet. That creature must succeed on a Brawling Save (DC 24), or become Contained and Immobilized.

  • While Contained this way, that creature takes 6d12 psychic damage on the start of its turns and is considered underwater.

  • That creature can use 1 Action to repeat this Save, breaking free on a success.

  • Haunt Hit +16, Dmg 3d12 psychic

  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 3d12 psychic damage.

  • Posession: You can try to possess a creature within 5 feet of you. That creature must then succeed on a Persuasion Save (DC 24) to avoid the possession. The creature must repeat this Save every 10 minutes while possessed or every time it takes any damage while possessed.

  • You completely control the creature's body, using all its stats, skills, and abilities. You also use the HP and Posture of that creature. If the creature's Posture is reduced to 0, the possession ends.

  • If the creature succeeds on this Persuasion Save, it becomes immune to possessions for 1 day.

Bonus Action

  • Cast Spell You can cast the following spells:

  • At will: Ethereal Step