Umbral Specter

Family: Specter

Medium undead, chaotic evil

Armor Class 14
Hit Points 150 (20d8 + 60)
Speed 0 ft. , fly 60 ft. (hover)

1 (-5) 19 (+4) 17 (+3) 16 (+3) 14 (+2) 19 (+4)

Saving Throws Wis +6, Cha +10
Skills Stealth +10
Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages understands all languages it knew in life but can’t speak
Challenge 17 (18, 000 XP)


  • Detect Life. The specter can magically sense the presence of creatures up to 1 mile away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.
  • Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 4 (1d10) force damage if it ends its turn inside an object.
  • Legendary Resistance (3/Day). If the specter fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The specter has advantage on saving throws against spells and magical effects.
  • Sunlight Hypersensitivity. The specter takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


  • Multiattack. The specter makes two life drain attacks.
  • Life Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 31 (9d6) necrotic damage. The target must succeed on a DC 18 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.


The specter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The specter regains spent legendary actions at the start of its turn.

  • Life Drain. The specter uses its life drain attack.
  • Invisibility. The specter magically turns invisible until it attacks or casts a spell. Any equipment the specter wears or carries is invisible with it.
  • Turn the Living (Costs 3 Actions). The specter lets out a horrifying shriek. Each creature within 30 feet of the specter that can hear it must make a DC 18 Wisdom saving throw. On a failure, a creature becomes frightened of the specter. A frightened creature must spend its turns trying to move as far away from the specter as it can, and it can’t willingly move to a space within 30 feet of the specter. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.


The fate that befalls a specter is tragic; a soul prevented from passing peacefully into the afterlife but has no quest to complete and instead is doomed to walk the land for eternity, surrounded by constant reminders of what they have lost.

They grow vengeful, only finding release when their soul is destroyed.

Some may never be that lucky and eventually transform into umbral specters. Bound to the darkness with nothing but hatred guiding them, these undead wish for nothing more than living creatures to foolishly explore the dark crypts where they reside. Sensing when they are near, umbral specters lie in wait.

Darkness Manifested. Umbral specters, much like their normal counterparts, seek to destroy the living by night. However, these undead see their powers grow stronger under the moonlight. So long have they haunted the living under the cloak of night that they have become cunning hunters, seeking only to purge all they can find.

Undead Nature. The specter does not require air, food, water, or sleep.

Section 15: Copyright Notice

Traps, Trammels, and Triggers Copyright 2021, Grim Press; Trevor Armstrong

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