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Saggorak PoltergeistCreature 12


RareLEMediumIncorporealSpiritUndead
Source Pathfinder #148: Fires of the Haunted City
Perception +20 (darkvision)
Languages Dwarven, Necril
Skills Acrobatics +25, Intimidation +24, Stealth +25
Str -5, Dex +7, Con +2, Int -1, Wis +4, Cha +5

AC 33; Fort +18; Reflex +25; Will +22;
HP 180 (rejuventation)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Telekinetic Object One Action +27 (+22, +17) to hit (evocation, magical, occult, range increment 60, versatile p, versatile s) 4d12 Bludgeoning

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 Bound

The Saggorak poltergeist cannot travel more than 120 feet from area F2.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Natural Invisibility

A poltergeist is naturally Invisible. It becomes visible only when it uses Frighten.

Rejuvenation (divine, necromancy)

When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Telekinetic Defense Reaction

Trigger A creature approaches within 10 feet of the poltergeist.


Effect The poltergeist makes a telekinetic object Strike against the triggering creature.

Frighten One Action (concentrate, emotion, fear, incapacitation, mental)

Requirement 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 33 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 Two Actions (concentrate, evocation, occult)

The poltergeist telekinetically throws numerous small and jagged chunks of stone rubble, either spreading them out among multiple foes or directing them at one target.


Occult Innate Spells (DC 33, +27 to hit)

Cantrips (6th Level): Mage Hand
2nd Level: Telekinetic Maneuver (At Will)
5th Level: Telekinetic Haul (At Will)



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Incorporeal

An 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.