SkinstitchCreature 5
Source Pathfinder Bestiary 3
Perception +12 (darkvision)
Languages none
Skills Athletics +15
Str +6, Dex +3, Con +5, Int -5, Wis +0, Cha +0
AC 22; Fort +16; Reflex +14; Will +7;
HP 95
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Fire 5
Blade +15 (+11, +7) to hit (agile, sweep) 2d4+8 Slashing
Cudgel +15 (+10, +5) to hit (forceful, reach 10) 2d8+8 Bludgeoning
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.
Pest HavenThe rotting hides and molding straw stuffing of skinstitches are ideal nesting grounds for vermin and insect swarms. Any animal swarm sharing a space with a skinstitch gains Fast Healing 3
Additionally, if a creature deals at least 10 piercing or slashing damage to the skinstitch at once, the swarm can use its swarming bites Strike (or similar attack) against the attacker as a reaction.
FlayThe skinstitch makes a blade Strike against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional 1d6 Persistent Bleed Damage.
Stitch Skin (manipulate)Requirements The skinstitch hasn't used this ability since the last time it successfully used its Flay ability
Effect The skinstitch sews flayed flesh to its body to seal tears and rents. The skinstitch regains 8 Hit Points.
Skinstitches' hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects. The dark god Norgorber grants the secrets for creating these monstrosities in disturbing dreams he sends to select adherents, in which the dreamer imagines themself skinning a beloved pet, friend, or family member. Those that accept these teachings become skinstitchers.
The creation of a skinstitch is a crude process compared to the making of a more advnced construct like a golem. Rough stitching, imprecise shapes, and shoddy materials give a skinstitch its patchwork appearance.
While most skinstitches have vaguely humanoid shapes, they often appear monstrous due to various modifications their creators have made to their bodies. Some skinstitches' arms, for instance, might bear jagged metal blades or blunt iron rods. The most talented skinstitchers rarely bother with the humanoid form at all and instead opt to craft skinstitches that resemble other creatures sacred to Norgorber, such as scorpions, centipedes, or spiders. Rumors lurk of skinstitchers who can use exotic materials like steel, daemon flesh, or even magical shadows for their creations.
The rotting materials used to build skinstitches tend to attract vermin, which can in turn form a hive or nest within the creations' bodies. Skinstitchers consider the presence of such tenants to be a sure sign of Norgorber's approval.
Traits
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.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
MindlessA 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.