All Creatures
Abilities | Monsters | NPCs


Watchtower Poltergeist

This creature did not include a description.

Recall Knowledge - Spirit (Occultism): DC 42
Recall Knowledge - Undead (Religion): DC 42
Unspecific Lore: DC 40
Specific Lore: DC 37

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Watchtower PoltergeistCreature 15

Legacy Content

Unique LE Medium Incorporeal Spirit Undead 
Source Pathfinder #166: Despair on Danger Island pg. 35
Variant poltergeist
Perception +26; darkvision
Languages Tien
Skills Acrobatics +31, Intimidation +32, Stealth +31
Str -5, Dex +8, Con +2, Int -1, Wis +4, Cha +7
Site Bound The poltergeist is tied to its watchtower.
AC 38; Fort +24, Ref +29, Will +28
HP 210 (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 [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 +29 [+24/+19] (evocation, magical, occult, range increment 60 feet), Damage 3d12+2+10 bludgeoning, piercing, or slashing (depending on object)Occult Innate Spells DC 37, attack +27 (+4 dmg); 7th telekinetic maneuver (at will); Cantrips (7th) 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 35 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 4d12+15. It deals 2d12 damage on a failure, and no damage on a critical failure.