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Faceless ButcherCreature 11


UncommonNEMediumHumanoid
Source Pathfinder #154: Siege of the Dinosaurs
Perception +21 (darkvision)
Languages Common, One Regional Language, Can't Speak Any Language
Skills Acrobatics +22, Athletics +24, Deception +24, Intimidation +22, Stealth +24
Str +7, Dex +5, Con +6, Int +1, Wis +3, Cha +5

AC 31; Fort +23; Reflex +22; Will +20;
HP 175
Speed 25 feet
Resistances Bludgeoning 8

Cleaver One Action +24 (+19, +14) to hit (forceful, sweep) 2d12+7 Slashing
Fist One Action +24 (+20, +16) to hit (agile, nonlethal) 2d10+7 Bludgeoning
Cleaver One Action +22 (+17, +12) to hit (thrown 10) 2d12+7 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.

Suppressed Alignment

When using their Change Shape ability, the faceless butcher loses their alignment aura and thus cannot be detected by spells such as Detect Alignment.

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.

Frightful Presence (aura, emotion, fear, mental)

10 feet Aura DC 26 will

This aura is suppressed if the faceless butcher is using Change Shape.


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The faceless butcher can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn't change the butcher's Speed or attack or damage bonuses with their Strikes.

Remove Face Two Actions (attack)

Requirements The faceless butcher is within reach of a Dying, Immobilized, or Unconscious creature


Effect The faceless butcher attempts a cleaver Strike or an Athletics check against the creature's Fortitude DC. On a success, the faceless butcher deals damage as if they had made a successful cleaver Strike against the creature and removes the creature's face. On a critical success, the damage doubles and the creature takes 4d6 Persistent Bleed Damage. Once its face is removed, the creature takes a permanent -4 status penalty to Charisma checks and Charisma-based skill checks. This penalty can be removed only if the victim recovers its face from the faceless butcher and has a Restoration spell cast on it.

Effect: Remove Face

Sudden Slices Two Actions

Requirements The faceless butcher is undetected by their target


Effect The faceless butcher Strides once and makes two cleaver Strikes against the target. During the Stride, they gain a +10-foot circumstance bonus to their Speed.


The deformed flesh on this humanoid horror's head bears grim holes where their eyes, nose, mouth, and ears should be, and little else. Stories of faceless butchers always center on the monstrous murderer's preferred weapon: a wicked and bloodstained meat cleaver, which the butcher uses to carve flesh from skull to add to their collection of stolen faces. Once they've taken a victim's face, the faceless butcher can wear it, transform into an exact replica of the deceased, and begin stalking their next victim.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

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