Spectre of Reason

Told in whispered sermons and graffiti, the spectre is said to be spawned wherever the human spirit is made into a ledger. Old pamphlets and radical tracts warn that the spectre begins as a self-help sermon and ends as a tribunal; poets claim that facing it means choosing between a comfortable certainty that kills the soul or returning to painful, living doubt that fuels creation.

MediumUndead(Undead (psychic))CR 12 (Hard)Lawful Evil

Spectre of Reason

UndeadPsychicControllerUrbanSocial
HP12d8AC+8 to hitSPDFly 40 ft, Phase through thin walls and doorsCR12 (Hard)Intimidate/ArgumentationInsightPerception
STR
8
DEX
14
CON
10
INT
18
WIS
16
CHA
20
Undead. Undead Nature. The spectre does not breathe, is immune to effects that require a living body, and cannot be healed by mundane healing.
Aura of Doubt. Aura of Doubt. Creatures that start their turn within 10 feet of the spectre must succeed on a Will save () or suffer a -1 penalty to attack rolls and saving throws until their next turn. A creature that succeeds is immune to that spectre's Aura of Doubt for 24 hours.
Reasoning Cloak. Reasoning Cloak. The spectre can become insubstantial as a reaction, granting it 50% resistance to all damage until the end of its next turn. Usable three times, regains charges each dawn spent within urban ruins.
Negation of Imagination. Negation of Imagination. Creative acts (performances, spells with improvisational components, etc.) within 30 feet are at a -2 penalty unless the performers succeed on a Will save ().
Binding Contracts. Binding Contracts. The spectre can bind a recently dominated creature with a spectral contract. While bound, the creature must obey minor orders that do not directly cause it self-harm; breaking the contract deals psychic damage and frees the target.
Grasp of Reason. A whispering hand of cold reason lashes out. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: psychic damage and the target must make a Will save () or gain one level of Dread (see Traits) and be compelled to spend its next action taking a defensive posture (half movement, Dodge equivalent).
Imposing Logic. The spectre points and unfurls a torrent of paralyzing argument that seeks to assert control. The target must succeed on a Will save () or be dominated as if by a hold-like effect for rounds; a successful save is allowed again each round at the end of the target's turn. Undead and constructs are immune.
Cone of Negation. A wave of crushing, grey certainty rolls outward in a 30-foot cone. Each creature in the cone must make a Will save () or become disheartened: they take psychic damage and suffer a -2 penalty to attack rolls and saving throws for rounds. Creatures that succeed take half damage and no penalty.
Pluck the Spark. The spectre reaches through a creature's private thoughts and plucks the brightest imaginative spark. The target must succeed on a Will save () or lose one prepared spell, one-use ability, or a resource as determined by GM (if none, the target gains the Exhaustion condition for 1 hour).
Retort Counter. Retort Counter. When a creature within 30 feet succeeds on an attack roll against the spectre, the spectre may force that creature to make a Will save () or be subject to a -2 penalty to its next attack or skill roll as an echoing doubt catches them.
Whisper of Doubt. Whisper of Doubt. The spectre targets one creature that failed a Will save this round; that creature immediately suffers -1 to its next attack roll or skill check.
Edge Argument (Costs 2 Actions). Edge Argument. The spectre forces a creature within 30 feet to roll a Will save () or become immobilized as it argues internally for its own limitations for 1 round.
Sealing Verdict (Costs 3 Actions). Sealing Verdict. The spectre attempts to seal a target's creative resource: target must make a Will save () or immediately lose one prepared spell or expend one charge of a magic item, if applicable.
3rd level
Implanted ObjectionEnchantment A targeted probing of a creature's doubts, functioning as a mind-reading and suggestion combination.
4th level
Creative BanishmentEnchantment/Illusion A steely hush falls, sapping creativity; functions like a mass silence that also imposes intellectual inhibition.
5th level
Urban CertitudeEnchantment/Abjuration An area of the city becomes cold and certain; residents lose access to imaginative spells and suffer penalties to performing arts and social skills for 24 hours unless they succeed on a Will save.
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