Poltergiest

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.

**Recall Knowledge - Spirit (Occultism)**: DC 20

**Recall Knowledge - Undead (Religion)**: DC 20

**Unspecific Lore**: DC 18

**Specific Lore**: DC 15

## Poltergeist Creature 5

Medium Incorporeal Spirit Undead

**Source** *Bestiary pg. 264*

**Perception** +11; darkvision

**Languages** Common

**Skills** Acrobatics +14, Intimidation +15, Stealth +14

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

**Site Bound** 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

**AC** 22; **Fort** +9, **Ref** +14, **Will** +13

**HP** 55 (rejuvenation); **Immunities** death effects, disease, paralyzed, poison, precision, unconscious; **Resistances** all damage 5 (except force, *ghost touch*, or positive; double resistance against non-magical)

**Natural Invisibility** A poltergeist is naturally invisible. It becomes visible only when it uses Frighten.

**Rejuvenation** (necromancy, occult) 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.

**Telekinetic Defense**  **Trigger** A creature approaches within 10 feet of the poltergeist. **Effect** The poltergeist makes a telekinetic object Strike against the triggering creature.

**Speed** fly 20 feet

**Ranged**  telekinetic object +13 [+8/+3] (evocation, magical, occult, range increment 60 feet), **Damage** 2d12 bludgeoning, piercing, or slashing (depending on object)**Occult Innate Spells** DC 23, attack +13; **3rd** *telekinetic maneuver* (at will); **Cantrips** **(3rd)** *mage hand*

**Frighten**  (concentrate, emotion, fear, incapacitation, mental) **Requirement** The poltergeist must be invisible. **Effect** The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 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.**Telekinetic Storm**  (concentrate, evocation, occult) 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.

* 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.

### Distrubed 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.

### 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.