Poltergeist Species in The True Dark Ages | World Anvil

Poltergeist

Poltergeist CR: 2

Medium undead, chaotic evil
Armor Class: 12
Hit Points: 22 5d8
Speed: , fly: 50 ft , can hover

STR

1 -5

DEX

14 +2

CON

11 +0

INT

10 +0

WIS

10 +0

CHA

11 +0

Saving Throws: 12
Damage Resistances: Acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical attacks.
Damage Immunities: Necrotic, poison
Condition Immunities: Charmed, exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconsious.
Senses: Darkvision 60 ft, passive Perception 10
Languages: Understands all languages it knew in life but doesn't speak
Challenge Rating: 2

Invisible. The poltergeist is invisible.   Incorporeal Movement. The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends it's turn inside an object.   Sunlight Sensitivity. When in sunlight, the poltergeist has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sunlight.

Actions

Forceful Slam. Melee Weapon Attack +4 to hit, reach 5 ft, one creature. Hit 10 3d6 force damage.   Telekinetic Thrust. The poltergeist targets a or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weight up to 150 ponds. If the target is a creature, the poltergeist makes a Charisma check contested by the creature's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 ft in any direction, including upward. If the target comes into contact with a hard surface or heavy object, the target takes 1d6 damage for every 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a weapon, attacking any creature along the object's path (+4 to hit) and dealing 3 2d4 bludgeoning damage on a hit.

Poltergeists are invisible undead that torments the living.

Suggested Environments

Any, though usually in inhabited buildings.


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