Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
any
Offense
Nil Attacks
Circumstance: Combat
Nil
Offense
Special Attacks
Circumstance: Combat
Fear, telekinesis
Defense
Special Defenses
Circumstance: Combat
Invisible, silver/magic weapons to hit
Special
Invisibility
Non-corporeal and invisible. All attacks against it are made at -4 (unless the attacker can see invisible).
Special
Turning
Wandering: treated as type 1 undead for turning. In lair: treated as type 3 undead for turning.
Special
Silver/Magic Weapons
Can only be struck by magical or silver weapons.
Special
Holy Water Ward
Will not cross over sprinkled holy water (while wet). Holy water does not cause actual harm to poltergeists.
Special
Holy Symbol
A cleric can strongly present a holy symbol to keep them at bay, but this does not harm the creature.
Special
Telekinesis
Hurl objects at opponents, attacking as a 5 HD monster. Objects must be light enough to be thrown by a standard human (books, torches, lamps, chairs, etc.). A poltergeist's lair will include many such objects.
Special
Fear
Anyone struck takes no damage, but must save vs spells or flee at top movement speed for 2d12 rounds. Fleeing victim has 50% chance to drop held items (roll to determine on which round items are dropped). Once an opponent has made the saving throw, that individual is immune to further fear for that encounter only and from that poltergeist only if more than 1 are present.
Non-corporeal invisible spirits of humans who died tragically or were murdered
Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. They are only rarely encountered as a wandering monster but in such a case can be treated as a type 1 undead for purposes of turning or disrupting. More often, however, the poltergeist is in the area where it met its untimely end. The poltergeist's bond to this area is strong and turning is much more difficult, treat the poltergeist as a turning a type 3 undead in this case.
In combat, the poltergeist can only be struck by magical or silver weapons and its invisibility will cause all attacks against it to be made at -4 (unless the attacker can see invisible). It will not cross over sprinkled holy water, though after the holy water dries it is no longer effective at warding them. Holy water does not cause actual harm to poltergeists. A cleric can strongly present a holy symbol to keep them at bay as well, but again this does not harm the creature.
Poltergeists cannot physically attack. Instead they hurl objects with a telekinetic power at their opponents, attacking as a 5 HD mons
OSRIC
Actions/Abilities/Traits: OSRIC
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
Actions/Abilities/Traits: Pathfinder 2e