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EcorcheCreature 16


CEMediumUndead
Source Pathfinder Book of the Dead
Perception +27 (darkvision)
Languages Common, Necril
Skills Athletics +33, Deception +31, Intimidation +27, Stealth +28
Str +9, Dex +6, Con +7, Int +0, Wis +5, Cha +5

AC 38; Fort +27; Reflex +30; Will +27;
HP 275
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Claw One Action +33 (+29, +25) to hit (agile) 3d8+17 Slashing

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.

Flaying Flurry Two Actions

The ecorche attempts two claw Strikes against the same target. If both hit and deal damage, it attempts to pull the skin off its target. It attempts an athletics check against the enemy's Fortitude DC.


Critical Success The ecorche fully pulls the target's skin off its body. The creature takes 4d8 Persistent Bleed Damage, and it's Frightened 4 and Stunned 4. The bleed damage can't end naturally, only ending if the creature regains at least 75 HP or regains at least 10 HP from regeneration.

Success The target takes 2d8 Persistent Bleed Damage and is Stunned 1.

Muscular Leap One Action

The ecorche over-stresses its leg muscles for a massive jump. It loses 20 HP and Leaps up to 120 feet in any direction. If its next action is a Strike or Flaying Flurry, it doesn't fall until after that action.

Tear Skin One Action (emotion, fear, manipulate, mental, visual)

Requirements The ecorche is wearing skin


Effect The ecorche destroys the skin it's currently wearing. The ecorche reverts to its true appearance and size, and anyone within 120 feet who witnesses this must succeed at a DC 37 will save or become Frightened 2 (Frightened 4 on a critical failure). Regardless of the results of their saving throws, the creatures are temporarily immune for 24 hours.

Wear Skin One Action (manipulate)

Requirements The ecorche is holding the stolen skin of a Small, Medium, or Large creature and isn't already wearing a skin


Effect The ecorche wears the skin as a disguise. It assumes the creature's size, appearance, and voice. Wearing Skin counts as creating a disguise for the Impersonate use of Deception. The ecorche's transformation automatically defeats Perception DCs to determine whether it's a member of the ancestry or creature type into which it transformed, and the ecorche gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise.

Wearing a skin gives the ecorche a +2 item bonus to AC and 75 temporary Hit Points. If the ecorche takes more than 50 slashing Damage from a single source, the skin becomes broken. When broken, the skin no longer provides any of these benefits (any remaining temporary HP are immediately lost) but can still be used for Tear Skin.


When a necromancer has need of a versatile agent to serve as a bodyguard and do their bidding in disguise, they build an ecorche-a skinless monstrosity filled with putrid alchemical agents, covered in pulsing muscle and sinew grafts, and imbued with razor-sharp claws. The ecorche uses its claws to flay its victims, stripping off skin in seconds. It can then horrifyingly squeeze itself into the stolen skin and impersonate the deceased, which it does to covertly carry out orders or find more victims to expand its collection. If its deception is uncovered, it shreds its disguise, bursting forth in terrible skinless form.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.