Poltergeist

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Ghosts are the discontented spirits of the dead whose Essence refuses to return to the Celestial Sea. Ghosts haunt regions, items, or even people that held great significance to the Ghost before it died. Creatures in a Ghost’s presence often feel tremendous sorrow, and the natural foliage and artificial structures in which a Ghost resides often become withered and forlorn as they reflect the Ghost’s emotional anguish.

Ghosts do not form commonly. A sentient creature must feel extremely unfulfilled at its time of death, so much so that its tremendous emotion refuses to succumb to the nothingness of death even after its body has given out. If a Ghost fulfills its great purpose, it might finally be able to complete the transition from a restless life to a peaceful death.

Poltergeist

Monster Level: 8
Medium. Undead Humanoid
STR DEX END AWR INT CHA
2 4 1 4 1 1
Ref: 14 Fort: 11 Ant: 14 Log: 11 Will: 11
Resist Psychic 5 DR 4/Radiant
Armor Rating 13 Vulnerable Radiant 1
Hit Points 60 Immune Necrotic
Speed Hover 30ft Senses Darkvision 120ft
Skills (DEX) Sneaking +8; (AWR) Perceiving +8; (CHA) Deceiving +2, Intimidating +2 Traits s Ethereal, Immutable, Iron Will, Unerring Mind
Features
Telekinetic. Using AWR, the Poltergeist can cast Lesser Telekinesis at will, and can cast Greater Telekinesis 3/Rest.

Ethereal. The Poltergeist is immune to reactive attacks. Hidden Manipulation. If the Poltergeist uses a Telekinesis ability while it is hidden, it does not reveal itself.

Actions

The Poltergeist can take THREE of the following actions or take the same action three times.

Move. The Poltergeist can move up to its speed.

Lesser Telekinesis. Ranged (60ft) Psionic Manifestation. +4 vs REF. Hit: 5 (1d10) physical.

OR the Poltergeist can MOVE and take the following action

Greater Telekinesis. The Poltergeist can cast Greater Telekinesis.