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From Pathfinder #166: Despair on Danger Island, which isn't enabled.

Watchtower Poltergeist

CREATURE 14

Variant poltergeist

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.


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.


A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.


AC 36; Fort +22, Ref +27, Will +26
HP 190; Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 15 (except force, ghost touch, or vitality; double resistance vs. non-magical)
Natural Invisibility

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

Rejuvenation (divine)

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
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 Telekinetic Object +27 (magical, occult, range increment 60 feet), Damage 3d12+10 untyped

Damage type depends on object thrown

Occult Innate Spells DC 35, attack +25; 7th Telekinetic Maneuver (At Will); Cantrips (7th) Mage Hand
Frighten (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 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 (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. 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.

Pathfinder #166: Despair on Danger IslandOGL