THE SHARED REFERENCE Adventurer

Monster

Nightveil Specter

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Undead
Size
Medium
Armor class
17 (natural armor)
Hit points
105 (14d8 + 42)
Speed
Walk 30 ft.
Challenge rating
10
Alignment
Neutral Evil
Strength
18
Dexterity
19
Constitution
16
Intelligence
6
Wisdom
17
Charisma
11
Passive Perception
17
Saving Throws
dex: +8; wis: +7
Skills
insight: +7; perception: +7; stealth: +8
Senses
darkvision 120 ft.
Languages
understands Common but can't speak
Resistances
necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Mount

If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can't be surprised, and both it and its mount gain advantage on Dexterity saving throws.

Actions

Multiattack

The specter makes two scythe attacks.

Scythe

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage.

Mind Twist (Recharge 5–6)

The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reap Memory (3/Day)

The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.

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