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Watchtower Poltergeist

This creature did not include a description.

Recall Knowledge - Spirit (Occultism): DC 42
Recall Knowledge - Undead (Religion): DC 42

Elite | Normal | Weak

Watchtower PoltergeistCreature 14

UniqueLEMediumIncorporealSpiritUndead
Source Pathfinder #166: Despair on Danger Island pg. 35
Variant poltergeist
Perception +24; darkvision
Languages Tien
Skills Acrobatics +29, Intimidation +30, Stealth +29
Str -5, Dex +8, Con +2, Int -1, Wis +4, Cha +7
Site Bound The poltergeist is tied to its watchtower.
AC 36; Fort +22, Ref +27, Will +26
HP 190 (rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 15 (except force, ghost touch, or positive; double resistance against non-magical)
Natural Invisibility The poltergeist is naturally invisible. It becomes visible only when it uses Frighten.
Rejuvenation (necromancy, occult) When the watchtower poltergeist is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the poltergeist and lighting its watchtower's brazier permanently destroys it.
Telekinetic Defense ReactionReaction 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 Single ActionSingle Action telekinetic object +27 [+22/+17] (evocation, magical, occult, range increment 60 feet), Damage 3d12+10 bludgeoning, piercing, or slashing (depending on object)Occult Innate Spells DC 35, attack +25; 7th telekinetic maneuver (at will); Cantrips (7th) mage hand
Frighten Single ActionSingle 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 33 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 ActionsTwo 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 4d12+15. It deals 2d12 damage on a failure, and no damage on a critical failure.