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Nightveil Specter

Medium undead, Neutral Evil

Armor Class 17 (natural armor)

Hit Points 105 (14d8 + 42)

Speed 30 ft.

STR 18 (+4)
DEX 19 (+4)
CON 16 (+3)
INT 6 (-2)
WIS 17 (+3)
CHA 11 (+0)

Saving Throws DEX +8, WIS +7

Skills Insight +7, Perception +7, Stealth +8

Damage Resistances necrotic, [object Object]

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 120 ft., passive Perception 17

Languages understands Common but can't speak

Challenge 10

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.

Source

Guildmaster's Guide to Ravnica, p. 215