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Jitterbone Contortionist

Creature 4 (rare) — halfling, humanoid, mortic

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDhumanoidmortic

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. Mortics are humanoids overwhelmed by void energy who tenaciously cling to life, straddling the line between living and dead.

Source: book-of-the-dead-bestiary (Pre-Remaster)

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 (void healing)
Speed 25 feet (compression)

Offense

Melee Fist (agile, finesse, nonlethal, unarmed) +14, Damage 2d6+2 bludgeoning

Abilities

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 Anointed Ground, is Slowed 1.
Void Healing — A 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.
Compression — 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) — 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) — 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 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 1 bone spike +14 (finesse), Damage 2d8+2 piercing plus 1d6 persistent bleed

Ranged 1 bone dart +14 (agile, thrown 20 feet), Damage 2d6+2 piercing

WORKS WELL WITH

AnvilLANDThe anvil's stationary front creates a stable distraction while the jitterbone's compression and stealth bypass the enemy line for a two-front engagement.
WeaverLANDControl effects from the weaver herd enemies into predictable paths where the jitterbone's compression-based infiltration becomes more reliable.
SniperLANDThe jitterbone's void healing and Death Gasp let it harass the back line while the sniper provides covering fire, splitting the enemy's attention across two fronts.

PUNISHES

✖ bottlenecks✖ bleed✖ kiting
Stacking multiple Shade creatures risks insufficient front-line durability against area-denial tactics.
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 Book of the Dead.

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