Those who can see the invisible see an spectral creature that resembles a bloated, mutilated corpse.
AC 15, touch 15, flat-footed 12 (+3 deflection, +3 Dex, –1 size)
Speed fly 20 ft. (perfect)
Str —, Dex 16, Con —, Int 5, Wis 16, Cha 16
Frightener (Su) Once per minute as a standard action, a greater poltergeist can temporarily drop its natural invisibility, revealing itself to be a grotesque, ghost-like humanoid. All creatures within 30 feet when a poltergeist uses this ability must make a DC 19 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 greater 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 greater poltergeist cannot travel more than 120 feet from the point at which it was created or formed.
Telekinesis (Su) A greater 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 8th for most greater poltergeists). A typical greater poltergeist has a ranged attack roll of +8 when using telekinesis to hurl objects or creatures, and can use the ability on objects or creatures of up to 200 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful DC 18 Will save. The save DC is Charisma-based.
Greater poltergeists, like their lesser cousins, are angry, undead spirits formed from the souls of creatures unable to leave the sites of their deaths. Greater poltergeists tend to spawn from the souls of more powerful creatures, and are considerably more dangerous than lesser poltergeists.
While many greater poltergeists have powers similar to those of lesser poltergeists, others have unusual special attacks. These spirits use the base stats of a normal greater poltergeist, modified as follows.
Special Attacks The greater poltergeist loses telekinesis and gains one of the following special attacks.
Inflict Wounds (Su) This ability functions as the spell mass inflict light wounds, with a CL equal to the poltergeist’s Hit Dice (CL 8th for most greater poltergeists, save DC 18), except the effect targets up to four living creatures, plus up to one undead creature per living creature targeted. If the poltergeist accidentally targets more undead creatures than living creatures, no undead creature are affected. The save DC is Charisma-based.
Phantasmal Killer (Su) This ability functions as a phantasmal killer spell, with a CL equal to the poltergeist’s Hit Dice (CL 8th for most greater poltergeists, save DC 18), except the target automatically succeeds on any Fortitude save it is required to make against the effect unless the target is frightened or panicked at the time the Fortitude save is made. Any Will saves the target is required to make are resolved normally. The save DC is Charisma-based.
Twin Blades (Su) As a full-round action, the greater poltergeist can create a pair of Large-sized magical scimitars, each gripped by an illusory severed hand. Each of these weapons functions as a scimitar of force created by an independent spiritual weapon spell, except the range of this effect is 20 feet instead of the spell’s normal range. The greater poltergeist must concentrate to maintain this effect. If it fails to concentrate, both spiritual weapon effect immediately end.