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TanglebonesCreature 7


RareCELargeUndead
Source Pathfinder Adventure: Malevolence
Perception +17 (darkvision)
Languages Necril
Skills Acrobatics +14, Athletics +17, Stealth +15
Str +6, Dex +3, Con +4, Int -2, Wis +6, Cha +2

AC 24; Fort +15; Reflex +12; Will +17;
HP 145 (negative healing)
Speed 25 feet
Immunities paralyzed, unconscious, poison, death effects, disease
Weaknesses Bludgeoning 7

Claw One Action +17 (+13, +9) to hit (agile, reach 10) 2d8+8 Slashing
Hurled Bone One Action +17 (+12, +7) to hit (brutal, range increment 30) 2d4+8 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.

Ectoplasmic Filament Reaction

Trigger A creature within the tanglebone's reach uses an action with the manipulate trait or a move action, or leaves a square during a move action it's using


Effect A filament of black, oily ectoplasm lashes out at the triggering creature, dealing 2d8+8 slashing damage (DC 25 basic reflex save). If the filament deals damage, the tanglebones gains 2d8 temporary Hit Points.

Eerie Flexibility

A tanglebones can shift and adjust its mass to fit into smaller areas, allowing it to fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed.

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.

Gnaw One Action

Requirements The tanglebones has Grabbed a foe


Effect The tanglebones gnaws and chews on the grabbed target with its many skulls, dealing 2d6+8 piercing damage (DC 23 basic fortitude save). On a critical failure, the creature is also Sickened 1 from the pain.

Skeletal Storm Two Actions

The tanglebones makes a single claw Strike against every creature in reach. These attacks count toward the tanglebones' multiple attack penalty, but the multiple attack penalty doesn't increase until after the tanglebones makes all its attacks.

Sprawled Bones One Action (concentrate)

Until the next time it acts, the tanglebones appears as a sprawling mass of bones. It has an automatic result of 35 on Deception checks and DCs to pass as a grisly but seemingly harmless mess.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Sometimes, when murderer buries a large number of victims in a mass grave, the vengeful spirits of the slain can become similarly tangled together. When these spirits can't untangle, they instead return to their physical remains, fusing into one horrific mass of bones and black, tar-like sludge-a tanglebones.

One awful tale speaks of a bitter old dowager who learned that, through a legal loophole, ownership of her estate would revert to her estranged daughter. She murdered her 13 servants, buried their bodies in the house's basement, and then played the gracious mother in handing over the manor keys at the appointed time. One night, the tanglebones that arose from the dowager's atrocity murdered the daughter and her family. By the time the authorities learned of what happened, the dowager had fled the nation, changed her identity, and (the story goes) wasted no time rebuilding her fortunes-this time becoming a queen.


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.