Fleshforged ConformerCreature 8
Source Pathfinder Lost Omens: Impossible Lands
Perception +19 (darkvision)
Languages Aklo, Common, Two Other Languages
Skills Arcana +15, Deception +17, Lore +170, Medicine +17, Occultism +15, Society +15, Stealth +18
Str +0, Dex +6, Con +3, Int +3, Wis +3, Cha +3
AC 26; Fort +17; Reflex +18; Will +13;
HP 145 (regeneration 10 (deactivated by cold iron)
Speed 25 feet
Weaknesses Coldiron 10
Fanged-Maw Finger +20 (+16, +12) to hit (agile, finesse) 2d10+3 Piercing
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.
Regeneration 10 (Deactivated by Cold Iron)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Conformance (concentrate, occult, polymorph, transmutation)The conformer contorts and reshapes their body into a desired form. The conformer takes on the specific appearance of any Small, Medium, or Large humanoid or animal that they've observed and whose appearance they remember. This doesn't change the conformer's Speed or their attack and damage bonus with their Strikes, but might change the damage type their Strikes deal.
Surgical Detachment (concentrate, manipulate, morph, occult, transmutation)The conformer detaches part of their body to serve them as an autonomous organism. For the next 24 hours, the conformer gains the loyal service of a fleshforged Skinskitter. As long as they remain within 1 mile of each other, the conformer can use the Surgical Detachment action again to empathically direct the actions of their skinskitter servant as well as perceive through its senses. Due to how taxing this process is, the conformer can have only one skinskitter servant at a time.
Tissue Siphon (manipulate, occult, transmutation)Requirements The conformer is within reach of an Unconscious or willing creature, or a creature taking persistent bleed damage
Effect The conformer touches and absorbs some of the creature's flesh. The target must attempt a DC 26 fortitude save; on a failure, they become Drained 1 and take damage from their persistent bleed damage, even though it isn't the end of their turn.
Wear Flesh (occult, transmutation)Requirements The conformer has used Tissue Siphon to absorb flesh within the last hour
Effect The conformer expends the flesh they've absorbed to transform their body, reproducing the effects of one of the following spells: Adapt Self, Enlarge, Shifting Form, Tentacular Limbs, or Unusual Anatomy. The Wear Flesh action gains the traits of the spell it's reproducing, and the conformer can Sustain a Spell on these effects.
Occult Innate Spells (DC 25, +17 to hit)
Cantrips (4th Level): Detect Magic, Read Aura
2nd Level: Blood Vendetta, Charitable Urge
Shapeshifting fleshforged conformers have adapted to survive Ecanus's high-magic, population-dense sprawl. Resembling blocky humanoid skeletons splotched in uneven layers with cartilage and muscle, conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures and harvest biological material.
Fleshforged conformers use their resources to augment and change their bodies, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex, but most are discovered and summarily exterminated as defects and threats to public safety.
Traits
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.