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Poltergeist (Holy Hand)Creature 5


Uncommon​Medium​Evil​Incorporeal​Lawful​Spirit​Undead​Unholy​
Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +11 (darkvision)
Languages Common
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 (rejuvenation)
Speed 0 feet (fly 20 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Holy 5
Resistances All Damage 5

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

Natural Invisibility

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

Rejuvenation (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.

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 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 Two Actions (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.


Occult Innate Spells (DC 23, +13 to hit)

Cantrips (3rd 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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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 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.

Spirit

Effects 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.

Undead

Once 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.

Unholy

Effects 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.