Poltergeist (Holy Hand)Creature 5
Source Pathfinder Society Scenario #3-13: Guardian's Covenant
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; Reflex +14; Will +13;
HP 55 (rejuvenation)
Speed 0 feet (fly 20 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Good 5
Resistances All 5
Telekinetic Object (Bludgeoning) +13 (+8, +3) to hit (evocation, magical, occult, range increment 60) 2d10 Bludgeoning + 1d6 Evil
Telekinetic Object (Piercing) +13 (+8, +3) to hit (evocation, magical, occult, range increment 60) 1d6 Evil + 2d10 Piercing
Telekinetic Object (Slashing) +13 (+8, +3) to hit (evocation, magical, occult, range increment 60) 2d10 Slashing + 1d6 Evil
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Site BoundA 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
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Natural InvisibilityA 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 DefenseTrigger A creature approaches within 10 feet of the poltergeist.
Effect The poltergeist makes a telekinetic object Strike against the triggering creature.
Frighten (concentrate, emotion, fear, incapacitation, mental)Requirements 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 damage. It deals 1d12 damage on a failure, and no damage on a critical failure.
Occult Innate Spells (DC 23, +13 to hit)
Cantrips (3rd Level): Mage Hand
2nd Level: Telekinetic Maneuver (At Will)
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.