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Chattering Jaws

Creature -1 (uncommon) — construct, mindless

Pre-Remaster content. May include legacy alignment.

SnareLANDconstructmindless

Chattering jaws usually serve no purpose other unnerving people by clicking their teeth together. Some chattering jaws only chatter at regular intervals to help tell the time. Commonly mistaken for undead, animated bones are mindless constructs with no connection to necromancy. The following are examples of typical animated bones.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +3; darkvision
Skills athletics +6
Str
+1
Dex
+2
Con
+0
Int
-5
Wis
+0
Cha
-5
AC 13 Fort +3 Ref +6 Will +3
HP 8
Immunities mental
Resistances cold 2, electricity 2, fire 2, piercing 2, slashing 2
Speed 20 feet

Offense

Melee Jaws (unarmed) +8, Damage 1d4+1 piercing

Abilities

Incessant Chattering — Jaws always chatter at a predetermined time, such as during specific times of day or in response to a trigger, such as noticing a creature within 30 feet. During these times, the chattering jaws can be automatically heard by all creatures within 60 feet.
Gnashing Rage — When chattering jaws are destroyed, all other animated bones within 30 feet that can see or hear the chattering jaws become Quickened 1 for 1 minute. The animated bones can use this extra action to Stride or Strike.

WORKS WELL WITH

AnvilLANDA durable frontline construct can absorb the melee crowd this alarm draws in while it keeps sounding.
CrasherLANDA heavy melee construct benefits from the alarm negating any surprise advantage, landing the first devastating blow.
FlankerLANDA precision striker gains reliable openings once the alarm strips away any chance of an unnoticed approach.

PUNISHES

✖ stealthy approach✖ unaware exploration
Pairing with other pure alarm-trigger constructs adds redundant warning without extra board control.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #181: Zombie Feast.

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