Actions/Abilities/Traits: (OSR)
Special
|Frightener
Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself to be a skeletal, ghost-like humanoid. All creatures within 30 feet when a poltergeist uses this ability must make a Spell save to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect.
Special
|Frightener
Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
Special
|Frightener
Natural Invisibility Rejuvenation This ability is constant - the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.
Special
|Frightener
Site Bound Telekinesis A poltergeist cannot travel more than 120 feet from the point at which it was created or formed.
Special
|Frightener
When a poltergeist is destroyed, it only remains destroyed for 2d4 days. After this time, the undead spirit reforms where it was destroyed, fully healed. The only way to permanently destroy a poltergeist is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different poltergeist or group of poltergeists by the GM.
Special
|Frightener
A poltergeist has no method of attacking apart from its telekinesis. This ability functions as the spell telekinesis. A poltergeist has a ranged attack roll when using telekinesis to hurl objects or creatures, and can use the ability on objects or creatures of up to 375 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful Spell save.
Action
2 missiles
Age 10 years + special
Action
Special
Special
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Frighten
Circumstance: The poltergeist must be invisible.
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.
Ability
Natural Invisibility
A poltergeist is naturally invisible. It becomes visible only when it uses Frighten.
Ability
Occult Innate Spells
DC 23, attack +13; 3rd telekinetic maneuver (at will); Cantrips (3rd) mage hand
Ability
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.
Ability
Site Bound
A 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
Ability
Telekinetic Defense
Circumstance: Trigger: A creature approaches within 10 feet of the poltergeist.
The poltergeist makes a telekinetic object Strike against the triggering creature.
Ability
Telekinetic Storm
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. It deals 1d12 damage on a failure, and no damage on a critical failure.
Offense
Ranged
Circumstance: combat round (ranged)
telekinetic object +13 [+8/+3] (evocation, magical, occult, range increment 60 feet), Damage 2d12 bludgeoning, piercing, or slashing (depending on object)
Trait
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.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Perception
darkvision
Resistance
all damage 5 (except force
ghost touch
or positive