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SkinskitterCreature 1


CN​Small​Aberration​Amphibious​Mindless​
Source Pathfinder Lost Omens: Impossible Lands
Perception +7 (a taste for skin (imprecise) 60 feet)
Languages none
Skills Acrobatics +7, Athletics +5, Stealth +7
Str +2, Dex +4, Con +1, Int -5, Wis +0, Cha -5

AC 16; Fort +6; Reflex +9; Will +5;
HP 20
Speed 20 feet (swim 20 feet)
Immunities mental
Weaknesses Coldiron 2

Nail One Action +9 (+4, -1) to hit (finesse) 1d8+1 Piercing

A Taste for Skin

A skinskitter tastes skin (including leather), hair, claws, and nails within 60 feet.

Shuddering Skitter Reaction

Frequency once per day

Trigger The skinskitter is reduced to 0 HP


Effect The fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. The skinskitter is reduced to 1 HP, loses the mindless trait and immunity to mental effects for the next 24 hours, gains the ability to speak one language (typically Osiriani or Vudrani), and takes two of the following actions in any order: Hide, Sneak, Step, Stride, or Take Cover. In addition, the square occupied by the skinskitter before using Shuddering Skitter becomes difficult terrain, as they disgorge a shower of half-digested calluses, chewed nails, and entangled hair in their skittering wake.

Share the Skin One Action

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the skinskitter's reach


Effect The skinskitter scrapes and shears away large sheets of the victim's skin. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The massive pain causes the victim to become Clumsy 1 for 1 minute, and the skinskitter drapes itself in the flapping skin, granting it 10 temporary Hit Points for 1 minute.

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.


These elusive oddments resemble discarded hides of butchered animals and fleshwarping experiments, floating like so much meaty detritus in the bloody filth of Ecanus's charnel-clogged sewers. Skinskitters, named for their fluid, erratic movements, scavenge the city for leavings of fleshy waste. They prefer discreet, non-violent ways of procuring these biological materials and shy from combat, seemingly possessed of a nervous temperament. Nexian fleshforgers quip this is entirely reasonable, as skinskitters are little more than nervous systems wrapped in dying skin. Nexian guards who actually have to hunt these fleshforged pests aren't quite as jocular; confronted by the oddly childlike pleas of these cornered puddles of flesh, hair, and eyes, many recruits simply choose to leave the city watch.

On occasion, curious scholars or soldiers have questioned why skinskitters pursue organic tissue, and whether this is a simple instinct or in pursuit of a grander purpose. Most fleshforgers assume that skinskitters consume organic matter to repair themselves in a process similar to eating, and give the matter no further thought, showing no more interest in the creatures than a smith might show in a bead of melted slag. The most paranoid Nexians claim that skinskitters are attempting to build something out of their collections of cast-off skin, perhaps even reconstructing themselves into fleshforged conformers. There is no recorded evidence of this ever occurring, howeverβ€” if the creatures have any awareness at all, it's more likely that skinskitters are driven by the basest of instincts to better themselves through the same methods used in their creation but lack the understanding and self-direction to ever succeed.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.