Poltergeist, the Unseen Malice
“The Poltergeist: an unseen terror that hurls objects, shatters peace, and turns your home into a battleground of chaos!”

A poltergeist is typically invisible to the naked eye, though those with heightened senses or magic may perceive it as a distorted ripple in the air, like heat haze in a dark room. When visible (rarely), it may manifest as a blurred humanoid shape, often twisted in agony or anger, surrounded by swirling debris or flickering shadows.
Behaviour:
Poltergeists are restless and reactive entities, prone to violent outbursts. They rarely communicate, instead expressing themselves through sudden, chaotic actions—slamming doors, breaking objects, or mimicking voices. Their presence is often announced by drops in temperature, electrical malfunctions, or unsettling silence.
They are territorial, particularly when attached to a specific person (called a focus) or location. While not inherently malevolent, their unpredictability and intensity make them dangerous.
Habitat:
Poltergeists are found in abandoned buildings, ancestral homes, trauma sites, or places with long-standing emotional energy. Unlike other spirits, they do not always haunt the dead—they can emerge in occupied dwellings, especially where emotional turmoil is present.
Modus Operandi:
Poltergeists do not attack directly, but instead use telekinesis, illusion, and sound manipulation to frighten and exhaust their targets. They may:
- Throw or levitate objects at high speed
- Create disembodied voices, whispers, or screams
- Disturb sleep with loud crashes or oppressive presence
- Manipulate lights, electronics, or even fire
If provoked or challenged, activity can escalate to physical harm, such as shoves, scratches, or choking sensations.
Motivation:
Most poltergeists are not aware of their own death or condition. Some are manifestations of unresolved rage, grief, or trauma, while others are psionic projections tied to a living person’s suppressed emotions (especially in adolescents). Whether spirit or psychic echo, they crave acknowledgment, release, or chaos—depending on their origin.
Poltergeist 5e
Poltergeist, Pathfinder 2nd
Poltergeist, Pathfinder 1st
Poltergeist

Medium Undead (Incorporeal), Chaotic Neutral
Armor Class 14 (Incorporeal Form)
Hit Points 60 (11d8 + 11)
Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (–5) | 16 (+3) | 12 (+1) | 10 (+0) | 14 (+2) | 18 (+4) |
Saving Throws Wis +5, Cha +7
Skills Perception +5, Stealth +6, Deception +6
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands Common but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Incorporeal Movement.
It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Haunting Presence (Aura).
It emits an unsettling aura in a 10-foot radius. A creature that starts its turn in the area must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds is immune to this aura for 24 hours.
Mimic Voice.
The poltergeist can mimic the voice of any creature it has heard in the last 24 hours. A creature that hears the voice can make a DC 14 Insight check to discern the illusion.
Possess Object (1/Day).
It inhabits a nonmagical, unattended object within 10 feet that is Large or smaller. For up to 1 hour, the object animates as if under the animate objects spell (no concentration required, uses the poltergeist’s stats). If the object is destroyed, the poltergeist is expelled and takes 10 (3d6) force damage.
Actions
Forceful Slam.
Ranged Spell Attack: +6 to hit, range 30 ft., one creature.
Hit: 10 (2d6 + 3) force damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone.
Violent Outburst (Recharge 5–6).
It unleashes a burst of telekinetic force. Each creature within 15 feet must make a DC 15 Strength saving throw, taking 14 (4d6) force damage and being pushed 10 feet away on a failed save, or half as much and not pushed on a success. Unsecured objects in the area are hurled and smashed.
Tactics
- Opens in stealth, using Haunting Presence to sow fear before attacking.
- Stays mobile, retreating through walls or ceilings after attacking.
- Disrupts formations with Violent Outburst, targeting clustered enemies or cliff-side terrain.
- Uses Possess Object for shock and environmental control—ideal with chandeliers, armor suits, or furniture.
- Avoids direct confrontation, acting more like a supernatural trap than a brawler.
Variant Traits (Optional)
Death Scream.
When the poltergeist is reduced to 0 hit points, it unleashes a psychic shriek. Each creature within 30 feet must make a DC 14 Wisdom saving throw, taking 10 (3d6) psychic damage and becoming stunned until the end of its next turn on a failed save.
Bound Soul.
The poltergeist is tethered to a specific living creature. While that creature lives and remains within 1 mile, the poltergeist re-forms 1d10 days after being destroyed.
Poltergeist

A ghostly, skeletal figure rises up amid a whirling cyclone of tools, plates, utensils, and other loose objects.
Poltergeist CR 2
XP 600
LE Medium undead (incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 16 (3d8+3)
Fort +2, Ref +2, Will +4
Defensive Abilities incorporeal, natural invisibility, rejuvenation; Immune undead traits
OFFENSE
Speed fly 20 ft. (perfect)
Special Attacks frightener, telekinesis
STATISTICS
Str —, Dex 13, Con —, Int 5, Wis 12, Cha 12
Base Atk +2; CMB 3; CMD 14
Feats Ability Focus (fear)*, Alertness
Skills Fly +9, Perception +9, Sense Motive +3
Languages Common
SQ site bound
SPECIAL ABILITIES
Frightener (Su)
Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself to be a skeletal, ghost-like humanoid. All Creatures within 30 feet when a poltergeist uses this ability must make a DC 14 Will save to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for 24 hours. If the poltergeist’s natural invisibility is negated via other methods, it cannot use this ability. Likewise, those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect. The save DC is Charisma-based.
Rejuvenation (Su)
When a poltergeist is destroyed, it only remains destroyed for 2d4 days. After this time, the undead spirit reforms where it was destroyed, fully healed. The only way to permanently destroy a poltergeist is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different poltergeist or group of poltergeists by the GM.
Site Bound (Ex)
A poltergeist cannot travel more than 120 feet from the point at which it was created or formed.
Telekinesis (Su)
A poltergeist has no method of attacking apart from telekinesis. This ability functions as the spell telekinesis, with a CL equal to the poltergeist’s Hit Dice (CL 3rd for most poltergeists). A typical poltergeist has a ranged attack roll of +3 when using telekinesis to hurl objects or creatures, and can use the ability on objects or creatures of up to 75 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful DC 12 Will save. The save DC is Charisma-based.
ECOLOGY

Environment any
Organization solitary or haunting (2–7)
Treasure incidental
A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death. Sometimes, this might be due to an unfinished task—other times, it might be due to a powerful necromantic effect. Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist.
The poltergeist experiences great trauma over its condition; this trauma twists its psyche to evil and fosters an overall hatred of the living expressed in outbursts of rage. A poltergeist is bound to a specific place, usually a building, room, or recognizable area (a section of a cemetery, a stretch of lonely road, and so on). This place typically corresponds to its place of death or the resting place of its mortal remains.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Poltergeist (Creature 4)

Medium undead, incorporeal
Perception +12; darkvision
Languages understands Common but can’t speak
Skills Deception +11, Stealth +13, Intimidation +9, Occultism +9
Str –5, Dex +4, Con +1, Int +0, Wis +2, Cha +5
AC 21 | Fort +9 | Ref +13 | Will +12
HP 60 (negative healing);
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances all damage 5 (except force, ghost touch, or positive);
Weaknesses positive 5
Incorporeal
The poltergeist has no physical body. It can pass through solid objects and creatures. It can’t physically interact with objects unless using specific abilities, such as Telekinetic Assault or Possess Object. It’s immune to effects requiring a corporeal body unless otherwise specified.
Frightful Presence (aura, emotion, fear, mental)
30 feet, DC 20.
Creatures entering or starting their turn in the aura must succeed at a Will save or become frightened 1 (frightened 2 on a critical failure). A creature that succeeds is immune for 1 minute.
Abilities
Telekinetic Assault [◆] (evocation, force, occult)
Requirements The poltergeist is within 60 feet of at least one unsecured object.
Effect The poltergeist hurls up to two unattended objects at one or two creatures within 30 feet. It makes a separate ranged spell attack for each object (+13 to hit). On a hit, the object deals 2d8 bludgeoning damage, and the target must succeed at a DC 19 Reflex save or be knocked prone.
Disturbing Manifestation [◆] (divine, emotion, illusion, mental, auditory)
Frequency Once per 10 minutes
Effect The poltergeist releases a psychic shriek, flickering lights, and ghostly whispers. Creatures within 20 feet must attempt a DC 20 Will save:
- Critical Success The creature is unaffected.
- Success The creature is dazzled for 1 round.
- Failure The creature is frightened 2 and flat-footed for 1 round.
- Critical Failure The creature is stunned 1, frightened 2, and flat-footed for 1 round.
Possess Object [◆] (concentrate, occult, possession)
Frequency Once per hour
Effect The poltergeist enters a non-magical, unattended object of Large size or smaller within 10 feet, animating it for 1 minute. Use an appropriate Animated Object stat block (adjusted to undead traits). If the object is destroyed, the poltergeist takes 5d6 force damage and is expelled into an adjacent space.
Offense
Speed fly 40 feet (hover)
Melee Incorporeal Lash +13
Agile, finesse, magical
Damage 2d8+4 force plus Push 5 feet (DC 18 Fortitude)
Occult Innate Spells
DC 21, Attack +13
- Constant (self only) – invisibility
- At will – ghost sound, mage hand, ventriloquism
- 3/day – telekinetic projectile, fear, dispel magic
Tactics
- Begins combat invisible, using ghost sound or ventriloquism to bait intruders into traps or isolation.
- Prioritizes frightened or vulnerable foes, using Telekinetic Assault to knock them prone.
- Enters objects using Possess Object to surprise enemies and shift into a more durable form.
- Retreats through walls or ceilings if significantly injured, using invisibility and Disturbing Manifestation to delay pursuit.
Recall Knowledge – Undead (Religion)
DC 19
Poltergeist Lore
A poltergeist is not merely the ghost of a dead creature—it is the residual psychic trauma of a violent, chaotic, or emotionally intense death. Poltergeists are rarely aware of their own death and do not rest quietly; they lash out at the living with invisible fury, disturbing environments and sowing fear.
Optional Variant – Bound Poltergeist
Some poltergeists are psychically tethered to a living individual—typically a child, relative, or unwitting medium. While the host remains alive and within 1 mile, the poltergeist regenerates 10 HP per hour and cannot be permanently destroyed unless the bond is severed via ritual, atonement, or exorcism.