All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


PFS StandardEtioling

When the primal spark of the First World nestled in a gnome's heart is engulfed in Radiant Fire, it fights back, pushing against death with riotous life and creating an etioling. Within their small frames, churning positive and negative energy fiercely battle for dominance, occasionally causing convulsions and babbling speech. This intense inner conflict warps an etioling's primal magic, transmogrifying it into an occult hybrid singular to these unfortunate mortics.

Nearly devoid of color, etiolings have vibrant eyes and pulsing green veins. Their bodies force the corrupting negative energy out through their pores, where it distills on their skin, covering them in a thin layer of ectoplasm and concentrated death. Around them, the world withers.

Incapable of focusing for long, etiolings are impulsive and moody, rapidly alternating between kindness, malice, and trickery. They forget themselves, their friends, and the things they once loved.

Recall Knowledge - Humanoid (Society): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Etioling BlightmageCreature 11

Legacy Content

Rare CN Small Gnome Humanoid Mortic 
Source Bestiary 3 pg. 177
Perception +21; darkvision
Languages Common, Necril, Sylvan
Skills Acrobatics +21, Deception +24, Diplomacy +24, Intimidation +24, Nature +21
Str +3, Dex +5, Con +3, Int +3, Wis +5, Cha +7
AC 31; Fort +21, Ref +23, Will +19
HP 170 (negative healing)
Consecration Vulnerability An etioling 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.Ectoplasmic Secretions (necromancy, occult) Any creature that hits the etioling with an unarmed attack, tries to Grapple them, or otherwise touches them becomes partially coated in ectoplasm. The creature takes 1d6 negative damage and must succeed at a DC 29 Reflex save or become enfeebled 2 until the ectoplasm is removed. The ectoplasm can be removed with a total of 3 Interact actions by the creature or creatures adjacent to the creature. These actions don't need to be consecutive or made by the same creature.Ectoplasmic Shield [reaction] (abjuration, occult) Trigger The etioling is the target of a physical ranged attack; Effect The etioling interposes a wave of ectoplasm between themself and the source of the ranged attack, giving them a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the ectoplasm deflected it. The ectoplasm can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).Withering Aura (aura, necromancy, occult) 20 feet. The etioling drains nutrients from nearby plant and animal life. Each round a creature begins its turn in this aura, it takes 1d6 negative damage and must succeed at a DC 29 Fortitude save or become drained 1. All non-magical plant life in this aura instantly withers, removing any cover and concealment provided by trees and undergrowth.
Speed 25 feet
Melee [one-action] corrupting touch +23 [+19/+15] (agile, finesse, magical), Damage 2d12+2+6 negativeOccult Spontaneous Spells DC 31, attack +23 (+4 dmg); 5th cloudkill, crushing despair, lightning bolt, synesthesia (4 slots); 4th dispel magic, freedom of movement, grim tendrils, phantasmal killer (4 slots); 3rd earthbind, false life, haste, wall of thorns (4 slots); 2nd blur, dispel magic, glitterdust, obscuring mist (4 slots); 1st bane, grease, ray of enfeeblement, ventriloquism (4 slots); Cantrips (5th) acid splash, dancing lights, electric arc, ghost sound, prestidigitation
Death Gasp [one-action] (divine, necromancy) The etioling draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The etioling gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the etioling is currently suffering from are suspended, but take effect again once they take a breath.
Additionally, the etioling gains the incorporeal trait, a fly Speed of 25 feet, resistance 10 to all damage (except force, ghost touch, or positive; double this resistance vs. non-magical) while they hold their breath. They can't cast spells during this time.
Death Gasp lasts as long as the etioling holds their breath (up to 8 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.