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PFS StandardRelictner

Regardless of age, relictners look like ancient dwarves with deep wrinkles, sparse white hair, and decrepit forms. As their bodies degrade, so too do their surroundings, with even the finest architecture crumbling to ruins.

Recall Knowledge - Humanoid (Society): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Relictner EroderCreature 12

Legacy Content

Rare LE Medium Dwarf Humanoid Mortic 
Source Book of the Dead pg. 127
Perception +23; darkvision, lair sense
Languages Common, Dwarven, Necril
Skills Athletics +25, Crafting +22, Intimidation +19, Survival +23, Thievery +20
Str +7, Dex +2, Con +7, Int +4, Wis +5, Cha +1
Lair Sense (detection, divination, divine) The relictner bonds with a single structure they consider their lair, such as a house, temple, or ruin. A relictner is aware of any creature that enters the lair, and the direction and approximate distance to the creature. If the lair is destroyed, the relictner can bond with a new lair by residing within a structure they own or claim for 1 week.
Items broken dwarven war axe, broken chain mail
AC 32; Fort +25, Ref +18, Will +21
HP 265 (negative healing)
Consecration Vulnerability A relictner in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground, is slowed 1.Weathering Aura (aura, divine, transmutation) 60 feet. The relictner radiates an aura of degradation. All objects in the area have their Hardness reduced by 10, to a minimum of 0, for as long as they remain in the aura and for 1 round after leaving it. The relictner can't deactivate this aura.
Speed 20 feet
Melee [one-action] eroding touch +26 [+21/+16] (unarmed), Damage 3d12+10 acidRanged [one-action] targeted collapse +21 [+16/+11] (trip, versatile piercing), Damage 3d10+3 bludgeoningCrumble [two-actions] (divine, transmutation) The relictner erodes an object within 30 feet, dealing 3d10 bludgeoning damage to it, with a DC 31 basic Reflex save if the object is attended.Death Gasp [one-action] (divine, necromancy) The relictner draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The relictner gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the relictner is currently inflicted with are suspended but take effect again once they take a breath. Death Gasp lasts as long as the relictner holds their breath (up to 8 rounds).Demolition [three-actions] (divine, evocation) The relictner bellows in fury, causing the surrounding structure to collapse. All creatures in a 30-foot emanation take 8d10 bludgeoning damage from falling debris (DC 31 basic Reflex save). A creature that fails its save is knocked prone. The area becomes difficult terrain. The relictner can't use Demolition again for 1d4 rounds.

All Monsters in "Mortic"

NameLevel
Angheuvore2
Etioling10
Gurgist6
Jitterbone4
Lifeleecher8
Relictner12
Shadern1

Mortic

Source Bestiary 3 pg. 174
Mortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.

Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of negative and positive energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state—neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.

A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.

Sidebar - Additional Lore Fun and Games

Many mortics favor games to pass the time. Jitterbones compete in community “bone churns” to see who can contort themselves into the most awkward shapes or fit through the smallest spaces. Shadern enjoy “burn-scream,” a deadly game pitting contenders against one another to see who makes the funniest sounds while being immolated. Relictners coax passersby into visiting their homes before they hunt their victims through a gauntlet of traps.

Sidebar - Locations Home Sweet Home

Most gurgists are survivors from Roslar's Coffer or Vigil who fled together to Nirmathas or Ustalav, where they've since built their own insular communities. Some fled to Absalom but struggle to fit in; most camp in the Cairnlands or form gangs in the city's slums. Shaderns are typically found in Belkzen, Oprak, and Isger, living among goblin tribes. Jitterbones are common in the River Kingdoms and Ustalav, living in rural, all-jitterbone communities. Relictners are widely spread, for they live individually and build their lairs near trade routes, fabled ruins, and other storied locales. They avoid dwarves and refuse to enter the Five Kings Mountains.

Most mortics were created inadvertently by the rise of the Whispering Tyrant—either by the Radiant Fire or through the corruption spreading from the Gravelands and Isle of Terror.

Sidebar - Related Creatures Other Mortics

The mortics presented here are four of the most prevalent variations. Others—such as relictner dwarves, shadern goblins, and jitterbone halflings—are also common.