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Watchtower Poltergeist

Creature 14 (unique) — incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

SniperShadeAERIALundeadspiritincorporealunholy

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.

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +24; darkvision
Languages tien
Skills acrobatics +29, intimidation +30, stealth +29
Str
-5
Dex
+8
Con
+2
Int
-1
Wis
+4
Cha
+7
AC 36 Fort +22 Ref +27 Will +26
HP 190
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 15
Speed 0 feet, fly 20 feet

Offense

Ranged Telekinetic Object (magical, occult) +27, range increment 60 feet, Damage 3d12+10 untyped
Damage type depends on object thrown

Abilities

Site Bound — The poltergeist is tied to its watchtower.

A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
Natural Invisibility — A poltergeist is naturally Invisible. It becomes visible only when it uses Frighten.
Rejuvenation (divine) — When the watchtower poltergeist is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the poltergeist and lighting its watchtower's brazier permanently destroys it.
Telekinetic Defense
Frighten (concentrate, emotion, fear, incapacitation, mental) —
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 4d12+15. It deals 2d12 untyped damage on a failure, and no damage on a critical failure.
Occult Innate Spells DC 35, attack +25
2nd Telekinetic Maneuver (At Will) (×1)
Cantrips (2nd) Mage Hand

WORKS WELL WITH

AnvilAERIALA durable flying bulwark screens the vulnerable caster while it lobs telekinetic barrages from above the fray.
FlankerAERIALA mobile skirmisher forces the party to split attention between airborne threats, opening lanes for the ranged strike to land freely.
SnareAERIALA controller that grounds or restrains fliers keeps targets fixed in the storm's spread instead of scattering clear.

PUNISHES

✖ low Will✖ clustered formations✖ melee reliance
Avoid stacking with another Sniper; both competing for the same priority targets wastes actions instead of layering pressure.
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 #166: Despair on Danger Island.

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