Poltergeist
Apparitions
0 lb
4

|
|

17 / 17
9
9
50
120
60
1
5
2

  • Natural Weapon(s):
  • Forceful Slam (3d6)


  • Passive Abilities:
  • Sunlight Sensitivity
    -1000 gp
  • Invisibily Reveal
    1 gp

  • Abilities:
  • Poltergeist Telekinetic Thrust


  • Monster Bits:
  • Ectoplasm
    5 gp

A chilling gust, tainted with malevolence, slashes through the air, stirring detritus in a spectral dance. Unseen hands hurl scattered debris, and an abrupt force strikes from behind, coursing through you. The scent of rot and decay infiltrates your senses, leaving an unsettling aura in its wake.

👻💥 Poltergeists: Shattered Spirits of Unseen Fury

In the shadowed corners of haunted halls and forgotten graves, poltergeists linger—formless, invisible spirits trapped in the torment of their own shattered minds. 🖤 Born from the violent or mysterious deaths of those who never understood their end, these restless entities are whirlwinds of confusion and rage, their fractured psyches lashing out at the living. Unseen yet unrelenting, a poltergeist hurls objects and bodies with the raw force of its anguish, transforming quiet rooms into maelstroms of chaos. To cross a poltergeist’s path is to feel the weight of a soul that knows no peace, its fury a storm that seeks to drag the world into its endless torment.

🌪️ Vessels of Broken Will

A poltergeist is no mere ghost but a psychic wound, the remnant of a soul torn apart by a death it cannot comprehend. 🕳️ Denied clarity or closure, it clings to the mortal realm, its confusion curdling into a rage that defies the grave. Invisible to the eye, it exists as a turbulent presence, felt in the sudden chill of a room or the inexplicable creak of a floorboard. Its power lies in its shattered mind, a well of raw, telekinetic energy that bends the physical world to its will. Chairs splinter, walls shudder, and the unwary are flung like ragdolls, all at the whim of a spirit that knows only anger and loss.

Unlike other specters, a poltergeist has no form to strike, no face to confront. Its attacks are sudden and unpredictable—candles snuff out, mirrors crack, or a scream is cut short as a victim is slammed against a wall. Some poltergeists are bound to the site of their death, haunting crumbling manors or bloodstained battlefields, while others roam, drawn to places of sorrow or unrest. In the land of Zin, they are whispered omens, their tantrums a sign that death has left a scar too deep to heal.

⚔️ Wrath of the Unseen

In its rage, a poltergeist is a force of pure destruction, wielding the debris of the world as weapons. 🗡️ Tables overturn, blades fly from racks, and stones tear free from walls, all propelled by the spirit’s telekinetic fury. It delights in chaos, toppling the order of the living with a childlike malice born of its fractured state. Those who draw its ire may find themselves lifted and hurled, their bodies battered by an unseen assailant that cannot be reasoned with or fought. The poltergeist’s power is tied to its emotional turmoil—moments of calm may lull victims into false security, only for a fresh wave of rage to unleash havoc anew.

Some poltergeists manifest subtle signs of their presence: a whisper of incoherent words, a fleeting shadow that defies the light, or a sudden stench of decay. Rare spirits, those tied to particularly traumatic deaths, may project echoes of their final moments—spectral bloodstains that vanish, or the sound of a scream that never fades. These traces are not attempts at communication but outbursts of a mind unraveling, each one a spark that fuels the poltergeist’s relentless storm.

🌌 Echoes of a Lost End

A poltergeist is a tragedy given form, its existence a testament to the cruelty of an unresolved death. 🧙‍♀️ No two are alike—some are the spirits of betrayed lovers, their jealousy shattering chandeliers; others are warriors felled in ambushes, their confusion hurling spears through the air. In Zin, tales speak of poltergeists born from ancient massacres, their collective rage shaking entire villages, or solitary souls whose murders were buried by time, their fury clawing at the present. They are not driven by vengeance but by a primal need to express the pain they cannot escape.

To banish a poltergeist is no simple task, for its anchor is not always a place but the mystery of its death. Exorcists and mediums may seek to unravel its story, piecing together fragments of its shattered psyche to grant it peace—or at least to weaken its hold. Yet, such efforts are fraught with peril, for to draw a poltergeist’s attention is to invite its wrath. In the haunted corners of Zin, where the veil between life and death is thin, the poltergeist is a reminder that some wounds never heal, and some screams echo forever. 👁️‍🗨️

Environments:

Apparitions
Creature Sub Type

👻💨 Apparitions: Spectral Heralds of Decay and Despair

Apparitions are vengeful spirits, tethered to the mortal realm by unresolved grievances and seething resentment. 🌫️ These spectral entities drift through the world, their translucent forms radiating an aura of rot and ruin that withers life and beckons the undead. Driven by unfinished business and fueled by rage, they are both a haunting tragedy and a deadly menace, their presence chilling the soul as surely as it blights the land. In any campaign, apparitions are poignant and perilous, their lingering emotions and decaying influence weaving tales of sorrow, vengeance, and redemption.

🕳️ Ethereal Form: Twisted Echoes of Life

Apparitions manifest as ghostly figures, their translucent bodies shimmering with an eerie, sickly glow. 🖤 Often, they resemble their living selves, but their forms are warped by resentment—eyes burning with malice, features contorted in anguish, or limbs trailing into wisps of shadow. A knight’s apparition might clutch a spectral blade, while a betrayed lover’s form drips with illusory tears. Their ethereal nature allows them to glide through walls and hover above the ground, untouchable by mundane weapons yet vulnerable to holy light or radiant magic that sears their corrupted essence.

Game Masters can tailor an apparition’s appearance to reflect its story—a merchant with coins spilling from spectral wounds, or a child clutching a broken toy. Their visual distinctiveness sets the tone for encounters, hinting at the emotions and events that bind them.

🌿 Signs of Decay: Blight of the Spectral Wake

Wherever an apparition lingers, the world sickens. 🌑 Plants wither to brittle husks, wood warps and rots, and the air turns cold and heavy with a stagnant, graveyard chill. This tangible aura of decay is unmistakable, marking their haunts with blackened earth or crumbling stone. The presence of an apparition draws undead—shambling zombies or wailing spirits—amplifying the danger of their domain, while living creatures suffer, their vitality sapped by the oppressive miasma.

GMs can use these signs to build dread, with players noticing wilting crops or rancid water as clues to an apparition’s influence. The decay can escalate with the apparition’s rage, turning a haunted manor into a rotting labyrinth or a village into a necrotic wasteland, creating dynamic environments for exploration or combat.

🗝️ Unfinished Business: Anchors of the Soul

Apparitions are bound by unresolved tasks from their lives, their spectral existence a desperate bid to complete what death denied them. ⚖️ A warrior might seek vengeance for a betrayal, haunting their killer’s lineage; a guardian might protect a lost treasure, unable to rest until it’s safe; a parent might linger to fulfill a broken promise to a child. These goals drive their actions, and resolving them—through aid, trickery, or force—can lay an apparition to rest, freeing its soul from torment.

Understanding an apparition’s purpose is key to confronting it. Some can be reasoned with, their rage soothed by fulfilling their desires, while others are too consumed by hatred to negotiate. GMs can craft unique tasks tied to the campaign’s lore—a forgotten oath to a fallen god, or a love letter never delivered—making each apparition a narrative puzzle that rewards empathy or cunning.

⚔️ Resentment and Rage: Fury of the Forsaken

An apparition’s heart burns with intense emotions—grief, betrayal, or unquenched wrath—that fuel its spectral might. 😡 In combat, they unleash this rage, hurling necrotic blasts, draining life with a chilling touch, or summoning decayed remnants of their past to fight. Their ethereal forms shrug off physical blows and necrotic forces, but holy relics, radiant spells, or artifacts tied to their life—like a betrayer’s dagger or a lover’s locket—can pierce their defenses, unraveling their essence.

Their emotions also shape their behavior. A sorrowful apparition might plead for aid, while a vengeful one hunts relentlessly. Players who discern these feelings—through investigation or magic—can turn the tide, calming the spirit with empathy or provoking it to reckless fury. GMs can use this emotional core to create dynamic encounters, where combat blends with roleplay, and understanding the apparition’s pain becomes as crucial as striking it down.

🌌 Shadows of a Shattered Past

Apparitions are more than spectral foes; they are echoes of lives left incomplete, their decay a mirror to their inner torment. 🖌️ In a campaign, they serve as haunting mysteries, their haunts revealing forgotten sins or buried truths. Players might aid an apparition to free a cursed village, battle one to claim its guarded relic, or uncover its story to prevent a greater evil. Their origins can anchor to any setting—a scorned priest in a desecrated temple, a sailor lost to a storm-haunted reef, or a rebel executed in a tyrant’s dungeon—offering GMs endless ways to enrich their world.

In realms like Zin, where ancient grudges linger, apparitions might drift through war-scarred ruins, their rot seeping into the land’s wounds. To face an apparition is to grapple with the past’s weight, a challenge that tests compassion as much as courage. Heroes who resolve an apparition’s pain may bring peace to a haunted place, but those who falter risk falling to the decay that follows in its wake, forever marked by the specter’s wrath. 👁️‍🗨️

  • Special Senses:
  • Nightsight: +60
  • Ghostsight: +60

  • Damage Type Immunity:
  • Cold
  • Necrotic

  • Damage Type Vulnerability:
  • Radiant

  • Immune to Status Effect:
  • Bleeding (2d6)
  • Charmed
  • Chilled
  • Freezing
  • Frightened
  • Frozen
  • Grappled
  • Grappling
  • Immobile
  • Paralyzed
  • Petrified
  • Prone
  • Restrained
  • Sleeping
  • Starving
  • Suffocating

  • Persistant/Permanent Status Effect:
  • Incorporeal

  • Damage Mitigation: +2

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information