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PFS StandardPoltergeist

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.

Recall Knowledge - Spirit (Occultism): DC 20
Recall Knowledge - Undead (Religion): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

PoltergeistCreature 5

Legacy Content

LE Medium Incorporeal Spirit Undead 
Source Bestiary pg. 264
Perception +11; darkvision
Languages Common
Skills Acrobatics +14, Intimidation +15, Stealth +14
Str -5, Dex +5, Con +0, Int -1, Wis +2, Cha +4
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
AC 22; Fort +9, Ref +14, Will +13
HP 55 (rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance against non-magical)
Natural Invisibility A poltergeist is naturally invisible. It becomes visible only when it uses Frighten. 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. 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.
Speed fly 20 feet
Ranged [one-action] telekinetic object +13 [+8/+3] (evocation, magical, occult, range increment 60 feet), Damage 2d12 bludgeoning, piercing, or slashing (depending on object)Occult Innate Spells DC 23, attack +13; 3rd telekinetic maneuver (at will); Cantrips (3rd) mage hand
Frighten [one-action] (concentrate, emotion, fear, incapacitation, mental) Requirement 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, 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 3d12. It deals 1d12 damage on a failure, and no damage on a critical failure.

Sidebar - Additional Lore Disturbed Rest

One of the most common ways for a poltergeist to form is when its burial site is desecrated by the construction of a dwelling. This is usually an accident, but some evil creatures seek out such burial sites, intentionally creating poltergeists to serve as guardians.

Sidebar - Additional Lore Poltergeist Treasure

A poltergeist needs items to hurl as weapons, and over the centuries of use, only durable objects survive its rampages. Silver dinnerware, hatchets, and books might all be found in a poltergeist’s collection.