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Relictner EroderCreature 12


RareLEMediumDwarfHumanoidMortic
Source Pathfinder Book of the Dead
Perception +23 (darkvision, lair sense)
Languages Common, Dwarven, Necril
Skills Athletics +25, Crafting +22, Intimidation +19, Survival +23, Thievery +20
Str +7, Dex +2, Con +7, Int +4, Wis +5, Cha +1

AC 32; Fort +25; Reflex +18; Will +21;
HP 265 (negative healing)
Speed 20 feet

Eroding Touch One Action +26 (+21, +16) to hit (unarmed) 3d12+10 Acid
Targeted Collapse One Action +21 (+16, +11) to hit (trip, versatile p) 3d10+3 Bludgeoning

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

A relictner 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.

Lair Sense (detection, divination, divine)

The relictner bonds with a single structure they consider their lair, such as a house, temple, or ruin. A relictner is aware of any creature that enters the lair, and the direction and approximate distance to the creature. If the lair is destroyed, the relictner can bond with a new lair by residing within a structure they own or claim for 1 week.

Weathering Aura (aura, divine, transmutation)

60 feet Aura

The relictner radiates an aura of degradation. All objects in the area have their Hardness reduced by 10, to a minimum of 0, for as long as they remain in the aura and for 1 round after leaving it. The relictner can't deactivate this aura.

Crumble Two Actions (divine, transmutation)

The relictner erodes an object within 30 feet, dealing 3d10 bludgeoning damage to it, with a DC 31 basic reflex if the object is attended.

Death Gasp One Action (divine, necromancy)

The relictner draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The relictner gains the undead trait and becomes immune to bleed, death effects, disease, Paralyzed, poison, and sleep. Any such effects the relictner is currently inflicted with are suspended but take effect again once they take a breath.

Death Gasp lasts as long as the relictner holds their breath (up to 12 rounds).

Demolition Three Actions (divine, evocation)

The relictner bellows in fury, causing the surrounding structure to collapse. All creatures in a 30-foot emanation take 8d10 bludgeoning damage from falling debris (DC 31 basic reflex). A creature that fails its save is knocked Prone. The area becomes difficult terrain.

The relictner can't use Demolition again for 1d4 rounds.


Regardless of age, relictners look like ancient dwarves with deep wrinkles, sparse white hair, and decrepit forms. As their bodies degrade, so too do their surroundings, with even the finest architecture crumbling to ruins.


Mortics are humanoids overwhelmed by negative energy who tenaciously cling to life, straddling the line between living and dead.


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.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Humanoid

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