Monster Dossier

Poltergeist

Poltergeist POLTERGEIST TREASURE A poltergeist needs items to hurl as weapons, and over the centuries of use, only durable objects survive its rampages....

Level 5

Traits

lemediumincorporealspiritundead

Rules & statistics

Monster Profile

Perception

11

Senses

  • Name
    darkvision

Languages

Languages
  • common

Skills

Acrobatics
14
Intimidation
15
Stealth
14

Ability Mods

Str
-5
Dex
5
Con
0
Int
-1
Wis
2
Cha
4

Defenses

Ac
22
Saving Throws
Fort
9
Ref
14
Will
13
Hp
  • Hp
    55
    Abilities
    • rejuvenation
Immunities
  • poison
  • precision
  • death effects
  • disease
  • paralyzed
  • unconscious
Resistances
  • Amount
    5
    Name
    all damage
    Note
    except force, ghost touch, or positive; double resistance against non-magical

Speed

Fly
20

Attacks

  • Range
    Ranged
    Name
    telekinetic object
    Attack
    13
    Traits
    • evocation
    • magical
    • occult
    • range increment
    Effects
    • piercing
    • or slashing (depending on object)
    Damage
    2d12 bludgeoning, piercing, or slashing (depending on object)
    Types
    • bludgeoning

Spellcasting

  • Type
    Innate
    Tradition
    occult
    DC
    23
    Attack
    13
    Entry
    0
    Level
    3
    Spells
    • Name
      mage hand
    3
    Spells
    • Name
      telekinetic maneuver
      Amount
      at will

Abilities

Top
  • Entries
    • A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area.
    Name
    Site Bound
Mid
  • Entries
    • A poltergeist is naturally invisible. It becomes visible only when it uses Frighten.
    Name
    Natural Invisibility
  • Traits
    • necromancy
    • occult
    Entries
    • When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
    Name
    Rejuvenation
  • Activity
    Number
    1
    Unit
    reaction
    Trigger
    A creature approaches within 10 feet of the poltergeist.
    Entries
    • The poltergeist makes a telekinetic object Strike against the triggering creature.
    Name
    Telekinetic Defense
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • emotion
    • fear
    • incapacitation
    • mental
    Requirements
    The poltergeist must be invisible.
    Entries
    • The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a 21 Will save, becoming frightened 2 on a failure. On a critical failure, it's also fleeing for as long as it's frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again.
    Name
    Frighten
  • Activity
    Number
    2
    Unit
    action
    Traits
    • concentrate
    • evocation
    • occult
    Entries
    • The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target.
    • Type
      list
      Items
      • When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist's multiple attack penalty, and the penalty doesn't increase until after all the attacks.
      • When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 3d12. It deals 1d12 damage on a failure, and no damage on a critical failure.
    Name
    Telekinetic Storm

Background

Lore

Poltergeist

POLTERGEIST TREASURE

A poltergeist needs items to hurl as weapons, and over the centuries of use, only durable objects survive its rampages. Silver dinnerware, hatchets, and books might all be found in a poltergeist's collection.

DISTURBED REST

One of the most common ways for a poltergeist to form is when its burial site is desecrated by the construction of a dwelling. This is usually an accident, but some evil creatures seek out such burial sites, intentionally creating poltergeists to serve as guardians.

When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.