ErissaCreature 5
Source Pathfinder #214: The Broken Palace
Perception +11 (darkvision)
Languages Azlanti
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 (void healing, rejuvenation)
Speed 0 feet (fly 20 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances All Damage 5
Bound by Frustration
Erissa's frustration is such that she has even less mobility than most poltergeists. She can't travel more than 30 feet from her physical remains. If a PC visibly carries her +1 dagger from area B5, Erissa manifests as a severe-looking human woman dressed in the same style of chainmail as her remains. She points at the dagger, crying out "That's MINE!" If the PCs give her the dagger and Losko's been destroyed, she fades away as detailed above. Otherwise, she shrieks out "Finish the job you fools!" and uses her telekinetic object Strike to hurl the dagger back at the PC who gave it to her. Against Erissa, this +1 dagger functions as if it had the ghost touch rune.
Natural InvisibilityA poltergeist is naturally Invisible. It becomes visible only when it uses Frighten.
Rejuvenation (occult)When a poltergeist is destroyed, it reforms, 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 Defense
Trigger A creature approaches within 10 feet of the poltergeist
Effect The poltergeist makes a telekinetic object Strike against the triggering creature.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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, 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. It deals 1d12 untyped damage on a failure, and no damage on a critical failure.
Occult Innate Spells (DC 23, +13 to hit)
Cantrips (3rd Level): Telekinetic 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 led to extreme emotional trauma.
Traits
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.
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 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's 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, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.