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Poltergeist

Medium Undead (haunting), Chaotic Neutral


Armor Class 13

Hit Points 66 (11d8+11)

Speed fly 60 ft.

STR 10 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 15 (+2)
CHA 18 (+4)

Saving Throws Wis +5, Cha +7

Skills Stealth +6, Deception +7

Damage Vulnerabilities radiant

Damage Resistances bludgeoning; piercing; slashing

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages Common, Infernal, telepathy 60 ft.

Challenge 5 (1,800 XP) Proficiency Bonus +3


Incapacitated Haunting. The poltergeist can become incorporeal, allowing it to move through solid objects and creatures as if they were difficult terrain.
Unearthly Whispers. Victims within 30 feet of the poltergeist must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Legendary Resistance (3/Day). If the poltergeist fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The poltergeist makes two spectral touch attacks.
Spectral Touch. Melee spell Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d8) necrotic damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
Poltergeist Activity (Recharge 5-6). The poltergeist causes objects within a 30-foot radius to fly around wildly. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.

Legendary Actions

The poltergeist can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The poltergeist regains spent legendary actions at the start of its turn.

Eerie Manifestation. The poltergeist can manifest in a different location within 60 feet, appearing in the air or within a wall.
Frightening Blast. The poltergeist targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and become frightened until the end of their next turn.
Interference (Costs 2 Actions). The poltergeist can disrupt a spell being cast within 60 feet, forcing a creature to make a DC 15 Intelligence saving throw. On a failure, the spell fails and is wasted.

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Lore & Description

Appearance

The Poltergeist is a ghostly apparition, hovering amidst a haze of twinkling, ethereal lights. Its form is indistinct and shimmers as if constantly dissolving into mist. Dark, hollow eyes peer out from a featureless, pale face, conveying both sorrow and malevolence. It leaves a chill in the air wherever it roams.

Behavior & Origins

Once a resident of the manor, this Poltergeist is bound to the walls it once called home, forever reliving its anguish and causing chaos for those who dare to enter. It can manipulate the environment around it, creating unsettling disturbances like furniture moving or windows slamming shut. It is said to awaken at midnight and prefers to haunt those who embody the hubris of humanity.

Generation Info

Original prompt:
"A poltergeist that haunts old manors"

Created: Jan 28, 2026
Modified: May 30, 2026

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