{ "ac": 20, "alignment": "CN", "breadcrumbs_spa": [], "category": "creature", "charisma": 1, "constitution": 3, "creature_ability": [ "Consecration Vulnerability", "Compression", "Death Gasp", "Osseous Defense" ], "creature_family": "Mortic", "creature_family_markdown": "[Mortic](/MonsterFamilies.aspx?ID=248)", "dexterity": 4, "exclude_from_search": false, "fortitude_save": 10, "hp": 56, "hp_raw": "56 ( negative healing )", "id": "creature-1881", "image": [ "/Images/Monsters/Mortic_Jitterbone.png" ], "intelligence": 0, "language": [ "Common", "Halfling", "Necril" ], "language_markdown": "[Common](/Languages.aspx?ID=1), [Halfling](/Languages.aspx?ID=7), [Necril](/Languages.aspx?ID=20)", "level": 4, "markdown": "[Jitterbone](/Monsters.aspx?ID=1881)\r\n\r\n\r\n\r\n\r\n\r\nAptly named jitterbones, [halfling](/Ancestries.aspx?ID=5) 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.\r\n\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 24\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 22\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 19\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Jitterbone Contortionist](/Monsters.aspx?ID=1881)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 126\n\n**Perception** +10; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1), [Halfling](/Languages.aspx?ID=7), [Necril](/Languages.aspx?ID=20)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +12, [Athletics](/Skills.aspx?ID=3) +10, [Deception](/Skills.aspx?ID=5) +9, [Stealth](/Skills.aspx?ID=15) +12\r\n\r\n\r\n**Str** +2\r\n\r\n**Dex** +4\r\n\r\n**Con** +3\r\n\r\n**Int** +0\r\n\r\n**Wis** +1\r\n\r\n**Cha** +1\r\n\n\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 20 \r\n\r\n**Fort** +10 \r\n\r\n**Ref** +14 \r\n\r\n**Will** +10 \n\n\r\n\r\n**HP** 56\r\n([negative healing](/MonsterAbilities.aspx?ID=42))\n\n**Resistances**\r\nsee Osseous Defense\n\n**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_](/Spells.aspx?ID=265), is [slowed 1](/Conditions.aspx?ID=35).\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet; compression\r\n\r\n**Melee**\r\n\r\nfist +14 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179), [Nonlethal](/Traits.aspx?ID=188), [Unarmed](/Traits.aspx?ID=199)),\r\n**Damage** 2d6+2 bludgeoning\n\n**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.\r\n\r\n**Death Gasp** ([Divine](/Traits.aspx?ID=48), [Necromancy](/Traits.aspx?ID=117)) The jitterbone draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The jitterbone gains the [undead](/Traits.aspx?ID=160) trait and becomes immune to bleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), and [sleep](/Traits.aspx?ID=145). 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](/Rules.aspx?ID=468) (up to 8 rounds).\r\n\r\n**Osseous Defense** ([Divine](/Traits.aspx?ID=48), [Transmutation](/Traits.aspx?ID=157)) 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](/Traits.aspx?ID=179)), **Damage** 2d8+2 piercing plus 1d6 [persistent bleed](/Conditions.aspx?ID=29)
**Ranged** bone dart +14 ([agile](/Traits.aspx?ID=170), [thrown 20 feet](/Traits.aspx?ID=195)), **Damage** 2d6+2 piercing\r\n\r\n
\n\n", "name": "Jitterbone Contortionist", "npc": false, "perception": 10, "pfs": "Standard", "rarity": "rare", "reflex_save": 14, "release_date": "2022-04-27", "resistance": {}, "resistance_markdown": "see Osseous Defense", "resistance_raw": "see Osseous Defense", "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 126\r\n\r\n**Creature Family** [Mortic](/MonsterFamilies.aspx?ID=248)\r\n\r\n\r\n**HP** 56 ( negative healing )\r\n\r\n**AC** 20\r\n\r\n**Fort** +10\r\n\r\n**Ref** +14\r\n\r\n**Will** +10\r\n\r\n**Perception** +10\r\n\r\n\r\n\r\n---\r\n\r\n\r\nAptly named jitterbones, halfling mortics are capable of controlling the density and rigidity of their skeletal structure. When relaxed, they have …\r\n", "sense": " darkvision ", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)", "size": [ "Small" ], "skill": [ "Acrobatics +12", "Athletics +10", "Deception +9", "Stealth +12" ], "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +12, [Athletics](/Skills.aspx?ID=3) +10, [Deception](/Skills.aspx?ID=5) +9, [Stealth](/Skills.aspx?ID=15) +12", "source": [ "Book of the Dead" ], "source_raw": [ "Book of the Dead pg. 126" ], "source_category": "Rulebooks", "source_markdown": "[Book of the Dead](/Sources.aspx?ID=118) pg. 126", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet; compression", "speed_raw": "25 feet; compression", "spell_markdown": "", "stealth": "12", "strength": 2, "strongest_save": [ "ref", "reflex" ], "summary": "Aptly named jitterbones, halfling mortics are capable of controlling the density and rigidity of their skeletal structure. When relaxed, they have …", "summary_markdown": "Aptly named jitterbones, halfling mortics are capable of controlling the density and rigidity of their skeletal structure. When relaxed, they have …", "text": " Jitterbone 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 Jitterbone Contortionist 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 Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 2d6+2 bludgeoning 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 Single Action (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 Single Action (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 Single Action bone spike +14 (finesse), Damage 2d8+2 piercing plus 1d6 persistent bleed Ranged Single Action bone dart +14 (agile, thrown 20 feet), Damage 2d6+2 piercing ", "trait": [ "Halfling", "Humanoid", "Mortic", "Rare", "CN", "Small" ], "trait_markdown": "[Halfling](/Traits.aspx?ID=87), [Humanoid](/Traits.aspx?ID=91), [Mortic](/Traits.aspx?ID=357), [Rare](/Traits.aspx?ID=137)", "trait_raw": [ "Halfling", "Humanoid", "Mortic", "Rare" ], "type": "Creature", "url": "/Monsters.aspx?ID=1881", "vision": "Darkvision", "weakest_save": [ "fort", "fortitude", "will" ], "weakness": {}, "will_save": 10, "wisdom": 1 }