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Chattering JawsCreature -1


UncommonNTinyConstructMindless
Source Pathfinder #181: Zombie Feast
Perception +3 (darkvision)
Languages none
Skills Athletics +6
Str +1, Dex +2, Con +0, Int -5, Wis +0, Cha -5

AC 13; Fort +3; Reflex +6; Will +3;
HP 8
Speed 20 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Cold 2, Electricity 2, Fire 2, Piercing 2, Slashing 2

Jaws One Action +8 (+3, -2) to hit 1d4+1 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.


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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.