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Daemonic SkinnerCreature 20


UniqueCELargeDaemonFiendHumanHumanoid
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +36 (greater darkvision)
Languages Common, Daemonic
Skills Acrobatics +34, Athletics +40, Intimidation +34, Religion +34, Stealth +34, Thievery +32
Str +10, Dex +6, Con +9, Int +3, Wis +6, Cha +6

AC 43; Fort +39; Reflex +34; Will +32;
HP 450
Speed 30 feet
Immunities bleed, negative, poison, disease
Weaknesses Good 20
Resistances Precision 15

Cleaver One Action +38 (+33, +28) to hit (evil, forceful, magical, necromancy, reach 10, sweep) 4d8+20 Slashing + 2d6 Evil
Blood Chain One Action +36 (+31, +26) to hit (disarm, evil, finesse, magical, reach 20, trip) 4d8+20 Piercing + 2d6 Evil

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Bloody Chain Aura (aura, divine)

20 feet Aura


Chains of blood bind a bleeding creature to the Daemonic Skinner.

Creatures in range that are taking Persistent Bleed Damage can't move out of the aura.

The Skinner can have only one aura active at a time.

She can switch her active aura as an Interact action.

Spell Choke Reaction

Trigger A creature taking Persistent Bleed Damage within 30 feet of the Daemonic Skinner Casts a Spell with a verbal component or speaks


Effect The Skinner wills the triggering creature's blood to gush from their mouth and constrict their throat. The target's spell is disrupted.

The target must succeed at a DC 20 fortitude save or become Sickened 2.

Transfusion Aura (aura, divine, healing)

30 feet Aura


Any time a creature in the aura takes Persistent Bleed Damage, the Daemonic Skinner regains the same number of Hit Points as the damage dealt.

The Skinner can have only one aura active at a time.

She can switch her active aura as an Interact action.

Bloody Sneak Attack

Any creature taking Persistent Bleed Damage is Flat-Footed against the Daemonic Skinner's attacks. When attacking a flat-footed creature, the Skinner deals an additional 2d6 precision damage.


When the monster Strikes a creature that has the flat-footed} condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Hook and Flay Two Actions

Requirements The Daemonic Skinner has a creature grabbed with her blood chain or a creature is affected by her bloody chain aura


Effect The Skinner pulls the creature into the nearest open adjacent square and makes a cleaver Strike against the creature.

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.


Divine Innate Spells (DC 38, +30 to hit)

4th Level: Dimension Door (At Will)
5th Level: Dimension Door
6th Level: True Seeing (Constant), Vampiric Exsanguination, Weapon Storm



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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