This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.