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.
- 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.