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PFS StandardJitterbone

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.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Jitterbone ContortionistCreature 4

RareCNSmallHalflingHumanoidMortic
Source Book of the Dead pg. 126
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, Ref +14, Will +10
HP 56 (negative healing); Resistances see Osseous Defense
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 sanctified ground, is slowed 1.
Speed 25 feet; compression
Melee fist +14 [+10/+6] (agile, finesse, nonlethal, unarmed), Damage 2d6+2 bludgeoningCompression 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 (divine, necromancy) 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).Osseous Defense (divine, transmutation) 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 (see below) 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 bone spike +14 (finesse), Damage 2d8+2 piercing plus 1d6 persistent bleed
Ranged bone dart +14 (agile, thrown 20 feet), Damage 2d6+2 piercing

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.