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Jitterbone ContortionistCreature 4


RareSmallChaoticHalflingHumanoidMortic
Source Pathfinder Book of the Dead
Perception +10 (darkvision)
Languages Common, Halfling, Necril
Skills Acrobatics +12, Athletics +10, Deception +9, Stealth +12
Str +2, Dex +4, Con +3, Int +0, Wis +1, Cha +1

AC 20; Fort +10; Reflex +14; Will +10;
HP 56 (void healing)
Speed 25 feet

Fist One Action +14 (+10, +6) to hit (agile, finesse, nonlethal, unarmed) 2d6+2 Bludgeoning

Consecration Vulnerability

A jitterbone in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by Anointed Ground, is Slowed 1.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Compression

The jitterbone can move through a gap at least 6 inches wide without Squeezing and can Squeeze through a gap at least 2 inches wide.When the jitterbone successfully Squeezes, they move through the tight space at full Speed. Narrow confines aren't difficult terrain for a jitterbone.

Death Gasp One Action (divine)

The jitterbone draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The jitterbone gains the undead trait and becomes immune to bleed, death effects, disease, Paralyzed, poison, and sleep. Any such effects the jitterbone is currently inflicted with are suspended but take effect again once they take a breath.

Death Gasp lasts as long as the jitterbone holds their breath (up to 8 rounds).

Effect: Death Gasp

Osseous Defense One Action (divine)

The jitterbone elongates their bones, causing jagged bone spikes to protrude from their skin. While Osseous Defense is active, the jitterbone can make bone spike and bone dart Strikes and gains resistance 5 to piercing damage and slashing damage. The jitterbone loses Compression while their Osseous Defense is active. The jitterbone can end Osseous Defense as a single action, retracting their bones back into their body.

Melee 1 bone spike +14 (finesse), Damage 2d8+2 piercing plus 1d6 persistent bleed

Ranged 1 bone dart +14 (agile, thrown 20 feet), Damage 2d6+2 piercing


Aptly named jitterbones, halfling mortics are capable of controlling the density and rigidity of their skeletal structure. When relaxed, they have elongated, rubbery limbs. When they harden their bones, they become difficult to harm and bony spikes jut from their flesh.


Mortics are humanoids overwhelmed by void energy who tenaciously cling to life, straddling the line between living and dead.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Halfling

A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Mortic

Mortics are living humanoids with close ties to undeath. They have darkvision, negative healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.