Bestiary · Undead

PR 3

Poltergeist

A poltergeist is a hunched shape in green fire with its ribs showing through and its mouth open in a silent scream. It cannot speak, and it is immune to effects that would calm, charm, question or turn it. It hurls furniture, blades and loose fittings at head height. It can keep a wing of a building unusable until someone finds what it is still angry about.

Poltergeist, drawn at Medium scale
Physiology
Undead
Size
Medium
Speed
0 ft., fly 40 ft. (hover)
Armor class
14 (nothing solid to strike)
Hit points
65 (10d8 + 20)
Proficiency
+2
  • STR 7 -2 save -2
  • DEX 17 +3 save +5
  • CON 14 +2 save +2
  • INT 6 -2 save -2
  • WIS 12 +1 save +1
  • CHA 16 +3 save +5
Skills
Stealth +5
Passive Perception
11
Senses
darkvision 60 ft.
Languages
understands Common
Damage resistances
acid, fire, lightning, thunder, bludgeoning, piercing, slashing
Damage immunities
poison, necrotic, cold
Condition immunities
charmed , exhausted , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained
Found in
Settlement , Derelict Hull , Station Interior

Traits

  • Incorporeal

    It can move through creatures and solid objects as difficult terrain. It takes 5 force damage if it ends its turn inside an object.

  • Bound to the Place

    It cannot move more than 300 feet from where it died. Destroyed, it re-forms there in 24 hours unless what it is angry about is settled.

  • Will Not Be Spoken To

    It is immune to any effect that would calm, charm, question or turn it, and it cannot be bargained with.

Actions

  • Multiattack

    The poltergeist makes two Hurled Object attacks.

  • Hurled Object

    +5 to hit · medium range

    2d6 + 3 bludgeoning damage

    A loose object thrown at head height.

  • Spectral Grasp

    +5 to hit · reach 5 ft.

    2d6 + 3 necrotic damage

    A grasp from a hand of green fire.

  • Wreck the Room

    DC 13 Dexterity save

    Loose objects in a 20-foot radius fly up and crash down. Every creature in the area makes a Dexterity saving throw, taking 3d6 bludgeoning damage on a failure and half as much on a success. The area becomes difficult terrain. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.