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Poltergeist

Creature 5 — incorporeal, spirit, undead, unholy

ShadeSniperAERIALundeadspiritincorporealunholy

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 led to extreme emotional trauma.

Source: pathfinder-monster-core

Perception +11; darkvision
Languages common
Skills acrobatics +14, intimidation +15, stealth +14
Str
-5
Dex
+5
Con
+0
Int
-1
Wis
+2
Cha
+4
AC 22 Fort +9 Ref +14 Will +13
HP 55 (void healing, rejuvenation)
Immunities death-effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances all-damage (except force, ghost-touch, vitality, spirit) 5
Speed 0 feet, fly 20 feet

Offense

Ranged Telekinetic Object (magical, occult) +13, range increment 60 feet, Damage 2d12 untyped
Damage type depends on object thrown

Abilities

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
Natural Invisibility — A poltergeist is naturally Invisible. It becomes visible only when it uses Frighten.
Rejuvenation (occult) — When a poltergeist is destroyed, it reforms, 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
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Frighten (concentrate, emotion, fear, incapacitation, mental) — At the start of its next turn, the poltergeist becomes invisible again.
Telekinetic Storm (concentrate, 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-foot emanation{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 untyped damage on a failure, and no damage on a critical failure.
Occult Innate Spells DC 23, attack +13
2nd Telekinetic Maneuver (At Will)
Cantrips (2nd) Telekinetic Hand

WORKS WELL WITH

SnareAERIALA controller that keeps the party grouped sets up the poltergeist's Telekinetic Storm to hit multiple targets at once.
AnvilLAND / AERIALA durable front-liner draws melee attention that can't effectively reach the naturally invisible poltergeist anyway.
WeaverAERIALA caster pressuring Will saves compounds with the fear the poltergeist causes when it becomes visible to Frighten a target.

PUNISHES

✖ melee reliance (incorporeal, resists most damage types)✖ standing still (ranged telekinetic attacks)✖ low Will
Avoid pairing with another site-bound ambusher; both are limited to the same confined area and can't reposition to support each other.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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