🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Fiddling BonesCreature 3


NEMediumUndead
Source Pathfinder Book of the Dead
Perception +9 (darkvision)
Languages Common, Necril
Skills Acrobatics +10, Diplomacy +9, Intimidation +9, Performance +13, Lore +10
Str +1, Dex +3, Con +1, Int +3, Wis +2, Cha +4

AC 18; Fort +6; Reflex +12; Will +9;
HP 30 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5, Sonic 5

Stamping Foot One Action +10 (+5, +0) to hit (finesse) 2d8+3 Bludgeoning
Fiddlestick One Action +10 (+6, +2) to hit (agile, finesse) 2d6+3 Bludgeoning
Dissonant Chord One Action +10 (+5, +0) to hit (magical, range 40, sonic) 2d6+4 Sonic

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.

Rhapsodic Flourish Reaction (abjuration, occult, sonic)

Trigger The fiddling bones would roll a saving throw against an auditory or sonic effect;


Effect The fiddling bones performs a refrain that deflects sonic vibrations. They roll a performance check in place of the triggering saving throw. Sonic feedback rebounds from the effect, dealing 1d6 sonic damage to the source of the triggering effect if the Performance check succeeded or 2d6 sonic damage to the fiddling bones on a failure.

Dance with Death Two Actions (auditory, emotion, enchantment, mental, occult)

The fiddling bones plays a catchy song that compels others to dance. Each creature in a 30-foot emanation must attempt a DC 19 will save. Fiddling bones are immune. The effect lasts until the end of the fiddling bones's next turn, but the fiddling bones can Sustain the effect on all affected creatures that remain within the emanation.


Critical Success The creature is unaffected and is temporarily immune for 1 hour.

Success The creature can't use actions with the move trait except to dance, which uses the Stride action to move up to half the creature's Speed. If the creature has other Speeds, it can also dance using those modes of travel.

Failure As success, and the creature must spend at least 1 action each turn dancing.

Destructive Finale Two Actions (evocation, occult, sonic)

Requirements Dance with Death is in effect;


Effect The fiddling bones performs a boisterous finale. They choose a 30-foot cone or 15-foot emanation, and they deal 4d6 sonic damage to all creatures in that area (DC 21 basic reflex).

Dance with Death immediately ends, and the fiddling bones can't use Dance with Death or Destructive Finale for 1d4 rounds


To some, music is more than a hobby-it's an obsession. Every musician who lived and died for their craft runs the risk of returning as a fiddling bones, as do musicians who died before completing their magnum opus or receiving the accolades they believe they deserved. Driven to prove themselves even in undeath, fiddling bones often challenge famous performers to music duels.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.