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RazorbonesCreature 20


UniqueLargeUndeadUnholy
Source Pathfinder #206: Bring the House Down
Perception +34 (darkvision)
Languages Necril
Skills Acrobatics +35, Athletics +38, Stealth +36
Str +10, Dex +7, Con +6, Int +0, Wis +6, Cha +6

AC 45; Fort +33; Reflex +35; Will +32;
HP 430 (void healing)
Speed 25 feet
Immunities paralyzed, unconscious, poison, death effects, disease, bleed
Weaknesses Bludgeoning 20

Claw One Action +38 (+34, +30) to hit (agile, reach 10, unarmed) 4d6+18 Slashing + 1d6 Bleed
Hurled Bone One Action +38 (+33, +28) to hit (brutal) 4d4+18 Piercing

Ectoplasmic Filaments Reaction

Trigger A creature within the razorbones' reach uses a manipulate action or a move action or leaves a square during a move action it's using


Effect A filament of black, oily ectoplasm lashes out at the triggering creature, dealing (4d8+18) slashing damage (DC 42 reflex save). If the filament deals damage, the razorbones gains 8d8 temporary Hit Points as blood flows back along its bones to sheathe them in glisten red fluid.

Eerie Flexibility

A razorbones can shift and adjust its mass to fit into smaller areas, allowing it to fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full speed.

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.

Gnaw One Action

Requirements The razorbones has Grabbed a foe


Effect The razorbones gnaws and chews on the grabbed target with its many skulls, dealing (4d6+18) piercing damage (DC 42 fortitude save). On a critical failure, the creature is also Drained 1 (or increases an existing drained condition by 1, to a maximum of drained 4) from the grievous gnawing.

Skeletal Storm Two Actions

The razorbones makes a single claw Strike against every creature in reach. These attacks count toward the razorbones' multiple attack penalty, but the multiple attack penalty doesn't increase until after the razorbones makes all its attacks.

Sprawled Bones One Action (concentrate)

Until the next time it acts, the razorbones appears as a sprawling mass of bones. It has an automatic result of 56 on Deception checks and DCs to pass as a grisly but seemingly harmless mess.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Sometimes, when murderer buries a large number of victims in a mass grave, the vengeful spirits of the slain can become similarly tangled together. When these spirits can't untangle, they instead return to their physical remains, fusing into one horrific mass of bones and black, tar-like sludge-a tanglebones.

One awful tale speaks of a bitter old dowager who learned that, through a legal loophole, ownership of her estate would revert to her estranged daughter. She murdered her 13 servants, buried their bodies in the house's basement, and then played the gracious mother in handing over the manor keys at the appointed time. One night, the tanglebones that arose from the dowager's atrocity murdered the daughter and her family. By the time the authorities learned of what happened, the dowager had fled the nation, changed her identity, and (the story goes) wasted no time rebuilding her fortunes-this time becoming a queen.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.