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Etioling BlightmageCreature 10


RareCNSmallGnomeHumanoidMortic
Source Pathfinder Bestiary 3
Perception +19 (darkvision)
Languages Common, Gnomish, Necril, Sylvan
Skills Acrobatics +19, Deception +22, Diplomacy +22, Intimidation +22, Nature +19
Str +3, Dex +5, Con +3, Int +3, Wis +5, Cha +7

AC 29; Fort +19; Reflex +21; Will +17;
HP 150 (negative healing)
Speed 25 feet

Corrupting Touch One Action +21 (+17, +13) to hit (agile, finesse, magical) 2d12+6 Negative

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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Consecration Vulnerability

An etioling 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.

Ectoplasmic Secretions (necromancy, occult)

Any creature that hits the etioling with an unarmed attack, tries to Grapple them, or otherwise touches them becomes partially coated in ectoplasm.

The creature takes 1d6 negative damage and must succeed at a DC 27 reflex save or become Enfeebled 2 until the ectoplasm is removed.

The ectoplasm can be removed with a total of 3 Interact actions by the creature or creatures adjacent to the creature. These actions don't need to be consecutive or made by the same creature.

Ectoplasmic Shield Reaction (abjuration, occult)

Trigger The etioling is the target of a physical ranged attack


Effect The etioling interposes a wave of ectoplasm between themself and the source of the ranged attack, giving them a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the ectoplasm deflected it. The ectoplasm can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).

Withering Aura (aura, necromancy, occult)

20 feet Aura


The etioling drains nutrients from nearby plant and animal life. Each round a creature begins its turn in this aura, it takes 1d6 negative damage and must succeed at a DC 27 fortitude save or become Drained 1.

All non-magical plant life in this aura instantly withers, removing any cover and concealment provided by trees and undergrowth.

Death Gasp

The etioling draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.

The etioling gains the undead and incorporeal traits and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the etioling is currently suffering from are suspended, but take effect again once they take a breath. They gain a fly Speed of 25 feet, resistance 10 to all damage (except force, ghost touch, or positive; double this resistance vs. non-magical) while they hold their breath.They can't cast spells during this time.

Death Gasp lasts as long as the etioling blightmage holds their breath (up to 8 rounds).

Effect: Death Gasp (Etioling)


Occult Spontaneous Spells (DC 29, +21 to hit)

Cantrips (5th Level): Acid Splash, Dancing Lights, Electric Arc, Ghost Sound, Prestidigitation
1st Level (4 slots): Bane, Grease, Grim Tendrils, Ray of Enfeeblement, Ventriloquism
2nd Level (4 slots): Blur, Dispel Magic (2x), False Life, Glitterdust, Obscuring Mist
3rd Level (4 slots): Earthbind, Haste, Lightning Bolt, Wall of Thorns
4th Level (4 slots): Freedom of Movement, Phantasmal Killer
5th Level (4 slots): Cloudkill, Crushing Despair, Synesthesia


When the primal spark of the First World nestled in a gnome's heart is engulfed in Radiant Fire, it fights back, pushing against death with riotous life and creating an etioling. Within their small frames, churning positive and negative energy fiercely battle for dominance, occasionally causing convulsions and babbling speech. This intense inner conflict warps an etioling's primal magic, transmogrifying it into an occult hybrid singular to these unfortunate mortics.

Nearly devoid of color, etiolings have vibrant eyes and pulsing green veins. Their bodies force the corrupting negative energy out through their pores, where it distills on their skin, covering them in a thin layer of ectoplasm and concentrated death. Around them, the world withers.

Incapable of focusing for long, etiolings are impulsive and moody, rapidly alternating between kindness, malice, and trickery. They forget themselves, their friends, and the things they once loved.


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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Gnome

A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.