Small Undead, Chaotic Neutral
Armor Class 5
Hit Points 30 (5d6 + 15)
Speed 0 ft., Fly 40 ft.
STR
7 (-2)
DEX
13 (+1)
CON
8 (-1)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Skills Intimidation +4
Damage Resistances Lightning, Thunder
Damage Immunities Acid, Cold, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 11
Languages Any languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Incorporeal Movement. The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Immutable Form. The poltergeist is immune to any spell or effect that would alter its form.

Poltergeist. The poltergeist's mage hand has a range of 60 ft and is invisible.

Aversion to Light. If the poltergeist takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Innate Spellcasting. The Boy Poltergeist can cast these spells without verbal or material components.

at will: chill touch, gust, thaumaturgy, mage hand, catapult, animate dead

(2 slots): levitate, stinking cloud, spirit shroud, telekinesis

Sense of Humor. The Boy Poltergeist will find all sorts of things awfully funny, and will burst out laughing at the slightest provocation. Such things include: one of its enemies getting a negative condition applied to them (especially prone), one of its minions getting killed in a funny way or being put in a funny situation, or a joke told to it. While laughing, the poltergeist will become corporeal and weaker, depending on the severity of the laughter. For mild laughter, the poltergeist will be unable to move regularly or use non-spell attacks, have disadvantage on attack and spell rolls, have resistance to forms of damage it is usually immune to, take regular damage from forms of damage it usually resists, and will be vulnerable to force and radiant damage. For normal laughter, the poltergeist will be unable to move, use actions, cast spells, or use legendary actions, take regular damage from forms of damage it is usually immune to, will be vulnerable to anything it normally resists plus force and radiant damage and its minions will have their movement halved and have disadvantage on all dice rolls. For severe laughter, the poltergeist will be considered prone and be unable to act at all, be vulnerable to all forms of damage, take double damage from force and radiant damage, and its minions will have disadvantage on all dice rolls and be unable to take actions. Laughter will last 1d3 turns, but the poltergeist can make a DC 13 Intelligence saving throw to stop laughing whenever he takes damage.

 

 

Actions

Ghostly Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (0) cold damage.

Scary Face. Each non-undead creature within 60 feet of the poltergeist that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success.

Scream. The poltergeist makes a sudden loud painful ringing screech. Each non-undead creature that can hear in a 10-foot-radius sphere centered on the poltergeist must make a DC 11 Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also stunned for a turn.

Teleportation. The poltergeist can automatically move to any unoccupied space he can see up to 30 ft. away.

Possession (Recharge 6). One humanoid that the poltergeist can see within 5 feet of it must succeed on a DC 11 Charisma saving throw or be possessed by the poltergeist; the poltergeist then disappears, and the target is incapacitated and loses control of its body. The poltergeist now controls the body but doesn't deprive the target of awareness. The poltergeist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge or proficiencies.

The possession lasts until the body drops to 0 hit points, the poltergeist ends it as a bonus action, or the poltergeist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this poltergeist's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Reactions

Taunt Dodge. If targeted by anything it is immune to, the poltergeist will make a big show of being unaffected, before bursting out laughing.

Conditional Humor. If a creature within 60 ft. of the poltergeist becomes afflicted by a condition, the poltergeist will start laughing. (Normal laughter for most conditions, severe laughter for prone.)

Teleportation. After taking damage while not laughing, the poltergeist can automatically move to any unoccupied space he can see up to 30 ft. away.

Legendary Actions

The Boy Poltergeist can take 3 legendary actions, choosing from the options below. Only one legendary action option 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.

Action. The poltergeist can use either Ghostly Punch, Scary Face, Scream, Teleportation, Ghostly Telekinesis, or Possession.

Spell (Costs 2 Actions). The poltergeist can cast a spell it knows.

Mythic Actions

Reinforcements. The first time the Boy Poltergeist drops to 0 HP, it heals to full and three skeletons and two zombies enter the room from the doorway.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Boy Poltergeist takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row.

  • 1d3 Decrepit Zombies burst from the walls at random points and join the fight.
  • Skeletal arms writhe and grab from the ground, forcing all non-undead creatures to make a DC 10 Dexterity saving throw or be knocked prone.
  • A Zombie or Skeleton wanders in from the doorway to the chamber, and joins the fight.
  • Ghosts surge through the room, causing all undead to have advantage on dice rolls and be unable to be killed this turn.

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2021 1:14:05 PM
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7/1/2021 1:30:08 PM
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7/6/2021 7:53:52 PM
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7/21/2021 5:19:21 PM
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7/21/2021 5:25:16 PM
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12/1/2021 2:08:37 AM
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12/1/2021 2:09:33 AM
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Habitat: Urban

Craftlynx

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