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Jitterbone Contortionist

Jitterbone Contortionist Creature4

Rare NE Small Halfling Humanoid Mortic

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, Ref +14, Will +10

HP 56, negative healing; Resistances see Osseous Defense

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.

Speed 25 feet; compression

Melee [one-action] fist +14 (agile, finesse, nonlethal, unarmed), Damage 2d6+2 bludgeoning

Compression 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 (see below) 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 (finesse), Damage 2d8+2 piercing plus 1d6 persistent bleed
  • Ranged [one-action] bone dart +14 (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.

Section 15: Copyright Notice

Pathfinder Book of the Dead © 2022, Paizo Inc.; Authors: Brian Bauman, Tineke Bolleman. Logan Bonner, Jason Bulmahn, Jessica Catalan, John Compton, Chris Eng, Logan Harper, Michelle Jones, Jason Keeley, Luis Loza, Ron Lundeen, Liane Merciel, Patchen Mortimer, Quinn Murphy, Jessica Redekop, Mikhail Rekun, Solomon St. John, Michael Sayre, Mark Seifter, Sen.H.H.S., Kendra Leigh Speedling, Jason Tondro, Andrew White.