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Jitterbone ContortionistCreature 4

Source Pathfinder Book of the Dead
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; Reflex +14; Will +10;
HP 56 (negative healing)
Speed 25 feet

Fist One Action +14 (+10, +6) to hit (agile, finesse, nonlethal, unarmed) 2d6+2 Bludgeoning


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

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.


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 One 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 One 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 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 One Action bone spike +14/+9/+4 (finesse), Damage 2d8+2 piercing plus 1d6 Persistent Bleed Damage

Ranged One Action bone dart +14/+10/+6 (agile, thrown 20 feet), Damage 2d6+2 piercing

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 negative energy who tenaciously cling to life, straddling the line between living and dead.



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.


A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.


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