AC 15
HP 85 (10d8+40; bloodied 42)
Speed 0 ft., fly 60 ft. (hover)
Proficiency +3; Maneuver DC 16
Skills Intimidation +7 (+1d4), History +7, Perception +8 (+1d6), Religion +7, Stealth +8 (+1d6), Survival +8 (+1d6)
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, fatigue, grappled , paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 21
Languages Celestial, Common
Create Spawn. When the specter slays a humanoid, at the start of its next turn the creature rises as a ghost (page 226 in Monstrous Menagerie) under the specter’s control.
Flyby. The specter doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
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.
Magic Resistance. The specter has advantage on saving throws made against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls , as well as on Perception checks that rely on sight.
Turn Resistance. The specter has advantage on saving throws against any effect that turns undead.
ACTIONS
Multiattack. The specter attacks three times.
Life Drain. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target makes a DC 15 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.
BONUS ACTIONS
Fell Smite (12 Points/ Long Rest ). When the specter hits a creature with a melee weapon attack , it can choose to expend fell smite points to deal extra damage in addition to the weapon’s damage: 1 point for 7 (2d6) necrotic damage, plus 3 (1d6) necrotic damage for each additional point, to a maximum of 17 (5d6 for 4 points).
Unlike the other undead guardians that Nemirtvi has sent to protect the crypts from would-be heroes, the specter Tamas Agrens does not wait for the party to enter the dungeon if the right opportunity presents itself. Should the PCs be split up when approaching the tomb he roars out and assaults the adventurers from behind, trying to rush them inside where he can use his incorporeality to its maximum advantage. Should anyone flee however or if a lone survivor tries to escape, he gives chase for as far as 500 feet from the Sunbeam Mausoleum.