Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
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.
Ability
Death Gasp
(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).
Ability
Osseous Defense
bone dart +14 (agile, thrown 20 feet), Damage 2d6+2 piercing
Offense
Melee
Circumstance: combat round (melee)
fist +14 [+10/+6] (agile, finesse, nonlethal, unarmed), Damage 2d6+2 bludgeoning
Trait
Halfling
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.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Mortic
Mortics are living humanoids with close ties to undeath. They have darkvision, negative healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.
Language
Common
Necril
Perception
darkvision
Resistance
see Osseous Defense