TanglebonesCreature 7
Source Pathfinder Adventure: Malevolence
Perception +17 (darkvision)
Languages Necril
Skills Acrobatics +14, Athletics +17, Stealth +15
Str +6, Dex +3, Con +4, Int -2, Wis +6, Cha +2
AC 24; Fort +15; Reflex +12; Will +17;
HP 145 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Bludgeoning 7
Claw
+17 (+13, +9) to hit (agile, reach 10, unarmed) 2d8+8 SlashingHurled Bone
+17 (+12, +7) to hit (brutal) 2d4+8 BludgeoningEctoplasmic Filament

Trigger A creature within the tanglebone's reach uses an action with the manipulate trait 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 (2d8+8) slashing damage (DC 25 reflex save). If the filament deals damage, the tanglebones gains 2d8 temporary Hit Points.
Eerie FlexibilityA tanglebones 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 HealingA 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
Requirements The tanglebones has Grabbed a foe
Effect The tanglebones gnaws and chews on the grabbed target with its many skulls, dealing (2d6+8) piercing damage (DC 23 fortitude save). On a critical failure, the creature is also Sickened 1 from the pain.
Skeletal Storm
The tanglebones makes a single claw Strike against every creature in reach. These attacks count toward the tanglebones' multiple attack penalty, but the multiple attack penalty doesn't increase until after the tanglebones makes all its attacks.
Sprawled Bones
(concentrate)Until the next time it acts, the tanglebones appears as a sprawling mass of bones. It has an automatic result of 35 on Deception checks and DCs to pass as a grisly but seemingly harmless mess.
Grab
Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has 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
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.
UndeadOnce 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.
UnholyEffects 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.