Medium undead, Neutral
| 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) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | cold; 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 |
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.
While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Spell Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold 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.