Poltergeist
Non-corporeal invisible spirits of humans who died tragically or were murdered
OSRIC
| Armor Class | 10 |
|---|---|
| Hit Dice | 1d4 hit points |
| Number Encountered | 1d8 |
| Attacks | Nil |
| Damage | Nil |
| Move | 60-ft |
| Alignment | Lawful evil |
| Intelligence | Low |
| XP | 2/35+1/hp |
| Treasure Type | None |
| Size | Man-sized |
| Frequency | Rare |
| Lair | 97% |
Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. They are only rarely encountered as a wandering monster but in such a case can be treated as a type 1 undead for purposes of turning or disrupting. More often, however, the poltergeist is in the area where it met its untimely end. The poltergeist’s bond to this area is strong and turning is much more difficult, treat the poltergeist as a turning a type 3 undead in this case.
In combat, the poltergeist can only be struck by magical or silver weapons and its invisibility will cause all attacks against it to be made at -4 (unless the attacker can see invisible). It will not cross over sprinkled holy water, though after the holy water dries it is no longer effective at warding them. Holy water does not cause actual harm to poltergeists. A cleric can strongly present a holy symbol to keep them at bay as well, but again this does not harm the creature.
Poltergeists cannot physically attack. Instead they hurl objects with a telekinetic power at their opponents, attacking as a 5 HD monster. These objects must be light enough to be thrown by a standard human; books, torches, lamps, chairs and so on. A poltergeist’s lair will include many such objects. Anyone struck takes no damage, but he or she must save vs spells or flee at top movement speed for 2d12 rounds. A fleeing victim has a 50% chnce to drop whatever is held in his or her hands, but not necessarily right away. When a PC succumbs to the poltergeist’s fear effect, determine how many rounds he or she will flee, then roll the dice again to determine on which round hand held items will be dropped. Once an opponent has made his or her saving throw, that individual will be immune to further fear for that encounter only and from that poltergeist only if more than 1 are present.