This is a common finding among places like battlefields and shipwrecks, where these undead will often be floating around, on guard, acting as though they are still alive. Like ghosts, spectrals can be of any alignment, and usually adhere to the one of their past life.Size. ; Bite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. The poltergeist chooses up to 10 nonliving objects that weight no more than 50 pounds within 60 ft. of it. The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. They usually glow with a sickly, turquoise light of another world, with the clothes which they had on in life. Spectrals do not age naturally and appear as they pictured themselves prior to their death.Alignment. The specter can move through other creatures and objects as if they were difficult terrain. While I may consider the Chronal Shift and Convergent Future abilities to be slightly weak, that’s most likely an overreaction. You may be physical, but you lack any real organs or blood. The target creature must succeed on a DC 15 Dexterity saving throw or receive 2 (1d4) damage if the object weighs less than 10 pounds, 3 (1d6) if the object weighs from 10 to 20 pounds, and 4 (1d8) if the object weighs more than 20 pounds. Incorporeal Movement. Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. You can speak, read, and write in Common and any one language which you knew in your past life. If one of these objects is held or worn by another creature, the creature must succeed on a DC 12 Strength or Dexterity saving throw to keep the object. Life drain. For example, corsairs would still be guarding their wrecked ship as though it were still at sea. Like ghosts, they take after their original selves, rather than being evil due to undeath. Male: Max, Ed, Isaac, Spender, Sandra, Revolver Ocelot, Female: Isabel, Day, Vice Admiral Mulholland, Zoey, Aerith, Isaac. Languages — Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft You recall things you can do in your past life, even if your body may be a bit different. Any reactionary reroll effects can, … They appear as a hovering sphere of electricity, but that is only a cover. You do not bleed, and you are immune to poison damage, diseases and being poisoned.Undead. Enchantment cantrip. Telekinesis. Poltergeists are hard to locate, because they are able to control objects on different floors and in different rooms of building, often leading to stories about invisible spirits, even though the poltergeist is quite visible, especially because of the sparking electricity. This means, that a poltergeist cannot know of a creature's location if the creature is not moving. The Hypertext d20 SRDTM is owned by BoLS Interactive LLC. Spectrals generally appear as apparitions of their former selves. ; Actions. Armor Class 12 Casting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. Hit: 9 (2d6 + 2) piercing damage. Your Charisma score increases by 2, and your Wisdom score increases by 1.Age. Back to Main Page → 5e Homebrew → 5e Creatures, https://www.dandwiki.com/w/index.php?title=Poltergeist_(5e_Creature)&oldid=1191013. A copy of this License can be found at www.wizards.com/d20. You do not need to eat, drink, sleep or breathe, but you can ingest food and drink if you wish. However, fully manifested or wrathful spectrals can wear physical clothes and show a ghastly visage like that of a deteriorated skeleton, only made of luminescent ectoplasmic matter. The poltergeist is probably one of the most mysterious mutants of the Zone. You are unaffected by most forms of difficult terrain.Languages. Spectrals are a form of undead alongside ghosts and specters. When angered, they may show their true skeletal face, with burning lights of eyes and worn features. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Like the other ethereal undead, however, spectrals are formed when one is unable to pass on to the Fugue Plane to be reincarnated, whether by external intervention or their own doing. When large groups of strong-willed people die, they may become a band of spectrals. Senses: passive Perception 10 Languages: – Challenge: 0 (10 XP). This amazement would become stronger as the crates fly toward the stalker at great speed, breaking his bones. Verdict: a really interesting subclass. This damage can be bludgeoning, slashing or piercing damage, depending on the type of object. and are used according to the terms of the d20 System License version 6.0. Melee spell attack: +4 to hit, reach 5 ft., one creature. Their height and weight is the same as their original race. If a poltergeist is killed, it reverts back to its original form, allowing for the examination of its body. That wraps up our Chronurgy Wizard 5E Guide. They are an oddity, however, being fully susceptible to physical influences, like non-magic weaponry. Therefore, much like ghosts, they will haunt the areas where their attachments leave them stuck. Most spectrals materialize in forms that are sustainable, but keep their general size and shape.Speed. Hit: 10 (3d6) necrotic damage. They are said to be some sort of an experiment that went out of control. Actually, the poltergeists physical body is similar to a humanoid torso, with the legs seemingly amputated. Actions Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. https://www.dandwiki.com/w/index.php?title=Spectral_(5e_Race)&oldid=1254243. Conclusion – Our Chronurgy Wizard 5E Hot Take. Special Traits. franchise, and/or include content directly affiliated with and/or owned by THQ . Bite. It takes 5 (1d10) force damage if it ends its turn inside an object. When a spectral is lingering only, they appear more as a glimmering shape in the air, without much substance. They either have or develop an intense attachment to their lives that drives them to still live so. This reduction lasts until the creature finishes a long rest. 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, unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can’t speak Hoof.Melee Weapon Attack: +3 to hit, reach 5 ft., one target.Hit: 3 (1d4+1) bludgeoning damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. Darkvision. Spirits who have, through vaguely defined means, created physical bodies for themselves.Ability Score Increase. Hit points 22 (5d8) It takes 5 (1d10) force damage if it ends its turn inside an object It is believed that their attachment to the earthly realm is so strong that it not only anchored their spirit to the realm after death, it also gave them the ability to feel like the living. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Back to Main Page → 5e Homebrew → 5e Creatures This page may resemble content endorsed by, sponsored by, and/or affiliated with the S.T.A.L.K.E.R. Hurl object. Often a stalker would enter a laboratory, to his amazement finding levitating crates by the ceiling. You retain proficiency in one skill of your choice from your past life.Spectralized. Traits Ethereal Sight: The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. While physical, you have some resistance against the banal inconveniences of mortal transport. The poltergeist hurls one or more of the objects under its control at a creature within 30 ft of the object. Senses darkvision 60 ft., passive Perception 10 Otherwise, they may appear faceless. You can't discern color in darkness, only shades of gray.Ethereal Existence. Glow. Your base walking speed is 30 feet. A spectrals legs are said to be the most faint of all their body, which is why they can move rather easily over difficult surfaces as though floating. They usually glow with a sickly, turquoise light of another world, with the clothes which they had on in life. Armor class 12 Speed 0 ft., fly 20 ft. Damage Immunities psychic.Condition Immunities blinded, deafened, prone, poisoned. Poltergeists are mainly known for their telekinetic powers. Condition immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious When a spectral comes to terms with their death, some do pass on. Challenge 2 (450 XP). You are vulnerable to radiant damage.Original Mind. Spectrals generally appear as apparitions of their former selves. Sunlight sensitivity. A fallen soldier would be sparring with his fellows, if any. Damage immunities necrotic, poison These objects are lifted off the ground up to 10 ft. up and are under the poltergeist's control until the poltergeist is killed or drops one of these objects at will. Race names aren't terribly important and are typically analogous to what the character's name was when they died/dissolved. Sense movement. Claws: Melee Weapon Attack: +4 to hit, reach 5 ft Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. They usually reenact the things they would have done at the time of death. The poltergeist cannot see or hear, but it can sense movement within 60 ft. of it. Source: Player's Handbook. Languages understands all languages it knew in life but can’t speak Challenge 1 (200 XP). Actions Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Senses passive Perception 8 Others become untethered from their place of sentiment and are allowed to roam elsewhere in the world. Sure-Footed: A sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Hit Points 19 (2d8 + 10) Speed 0 ft., fly 50 ft. (hover), Damage resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Their faces can be obscured depending on their mood. Hit: 5 (1d6 + 2) piercing damage. The target dies if this effect reduces its hit point maximum to 0. It is not a true community of any kind, as it is their mere denial and refusal of death. The poltergeist sheds dim light in a 30 ft. radius.