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Watchtower PoltergeistCreature 14


UniqueLEMediumIncorporealSpiritUndead
Source Pathfinder #166: Despair on Danger Island
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; Reflex +27; Will +26;
HP 190
Speed 0 feet (fly 20 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15

Telekinetic Object One Action +27 (+22, +17) to hit (evocation, magical, occult, range increment 60, versatile p, versatile s) 3d12+10 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 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.

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 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 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)

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 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 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 4d12+15 damage. It deals 2d12 damage on a failure, and no damage on a critical failure.


Occult Innate Spells (DC 35, +25 to hit)

Cantrips (7th 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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.