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.
Incorporeal Sickness. If the specter moves through a space occupied by a creature during any part of its movement, each creature affected must then make a DC 15 Wisdom saving throw. On a failed save, the creature becomes frightened until the start of their next turn. On a success, the target creature is protected from this effect (for any and all creatures with this ability) for the rest of the encounter.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (4d6) necrotic damage. The target must succeed on a DC 13 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.
Soul Spear. The specter uses its action to charge necrotic energy, and at the start of their next turn, they unleash this force. If the specter is successfully hit during the charging phase, they must make a Constitution saving throw to maintain the energy, where the DC is 5 + the damage taken. Once they use their action to unleash the energy, it propels them forward until they connect with an enemy, up to 30 ft. away. The specter then makes a melee spell attack against the target creature. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 36 (8d8) necrotic damage.
Multiattack. The specter makes two life drain attacks.
Hatred of Life. Whenever a spell or spell-like effect or special ability grants a creature hit points (temporary or otherwise), the specter may move its movement up to that creature and make one free Life Drain attack against them.
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