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KEITH

The former tavern located at TROLLSKULL MANOR is haunted by Keith, a poltergeist who was once the human tavern keeper. Maintaining the tavern was his life's work. and he couldn't abandon the place in death.   The poltergeist understands and speaks (if he feels like it!) Common.   Keith can force himself to become completely invisible (indeed he chooses to spend most of his time in this state). He causes mischief at the expense of the new owners by smashing plates, breaking beer barrels, and so forth. If the characters don't take the hint, it writes not-so-subtle warnings (such as "Closing time!" and "Last call!") on dusty floors and grimy windows. To truly claim the tavern as their own, the characters must either appease the poltergeist or destroy it.   Appeasing Keith. If the characters work to repair and renovate the tavern with the goal of opening it to the public again, the poltergeist begins to accept them as the new owners and gradually becomes quite accommodating: pulling out a chair when a character wants to sit down, pouring a beer and delivering it to a character, taking coats when folks come in from the rain, and so forth. Once the business is up and running, Keith can also perform other helpful functions, such as locking doors, sweeping floors, and so forth.   Destroying Keith. Keith's poltergeist is destroyed if its hit points are reduced to 0. If attacked, it flees to the uppermost level of the turret when reduced to half its hit points. From there it fights to the bitter end.
Children

KEITH

Medium undead, chaotic evil
Armor Class 12
Hit Points 22 ( 5d8 )
Speed Hover: 50ft

STR
1 -5
DEX
14 +2
CON
11 0
INT
10 0
WIS
10 0
CHA
11 0

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can't speak
Challenge 2 (450 XP)


Incorporeal Movement. The specter 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.  

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Invisibility. The poltergeist is invisible.


Actions

Forceful Slam. Melee Weapon Attack: +4 ( 1d20+4 ) to hit, reach 5 ft., one creature.
Hit: 10 ( 3d6 ) force damage.   Telekinetic Thrust.
The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma ( 1d20 ) check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit 1d20+4 ) and dealing 5 ( 2d4 ) bludgeoning damage on a hit.


 

A poltergeist is a different kind of specter-the confused, invisible spirit of an individu al with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche.


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