UmasiCreature 6
Source Pathfinder Bestiary 3
Perception +12 (darkvision)
Languages Common
Skills Athletics +15, Intimidation +9, Medicine +14, Stealth +13, Survival +10
Str +5, Dex +3, Con +4, Int +1, Wis +2, Cha +1
AC 23 25 with shield raised; Fort +16; Reflex +11; Will +12; +2 status to all saves vs. poison
HP 99 (immortal flesh)
Speed 35 feet
Immunities disease
Claw +17 (+13, +9) to hit (agile) 2d6+8 Slashing
Shield Spikes +17 (+12, +7) to hit 1d6+8 Piercing
Blowgun +16 (+11, +6) to hit (magical, range increment 20, reload 1) 1 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.
+2 Status to All Saves vs. PoisonFlesh GraftingAn umasi can spend 10 minutes grafting the flesh of other living or recently dead humanoids onto their body, attempting a DC 20 medicine check with the effects of Treat Wounds. This process is the only way an umasi can recover Hit Points.
Immortal FleshUmasi can't heal or recover HP in any way except their Flesh Grafting techniques. However, despite being living creatures, they don't take damage from either positive or negative damage.
Shield BlockTrigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Consume Organ (manipulate)Requirements The umasi is adjacent to the corpse of a Small or larger creature that died within the last minute
Effect The umasi harvests and consumes a vital organ from the corpse, gaining 15 temporary Hit Points and a +1 status bonus to attack and damage rolls for 10 minutes. They can gain this benefit only once from any given corpse.
Effect: Consume Organ
Harvester Poison (nonlethal, poison)Saving Throw DC 24 fortitude
Maximum Duration 4 rounds
Stage 1 2d6 poison damage (1 round)
Stage 2 3d6 poison damage (1 round)
Tales tell of strange humanoids who harvest appendages and organs from other creatures to graft onto their own perpetually decaying bodies. These stories are encountered more often than their subject, however. A reclusive people, umasi live deep in remote jungles, largely isolated from other societies.
Despite not being undead, umasi can't heal naturally or via magic. Instead, they must harvest appendages and organs from the living to perpetuate their own lives. These modifications require special techniques, obscure rituals, and often the assistance of other umasi. Shorter rituals make quick repairs to wounded flesh-even consuming a nutrient-rich organ of a recently slain creature can provide quick rejuvenation-while more extensive changes require a full day's work.
Because of the nature of their existences, no one single form remains common to umasi. Many graft any number of arms or legs of various sizes on their bodies, while others are conglomerations of exotic beasts, other humanoids, and whatever creatures they've hunted or scavenged. However, all umasi remain vaguely humanoid in shape. An umasi with additional arms can hold or wield more items at once, while additional legs or other limbs might grant increased Speed or new types of Speed. Concepts such as gender, ethnicity, and even recognizing someone based on their appearance are irrelevant to umasi. Instead, they value age and experience and identify themselves with iconic adornments or speech patterns.
Despite their morbid nature, umasi are rarely at odds with living creatures. These opportunistic hunters value their self-preservation, but use fast‑acting nonlethal poisons to subdue their targets for safe and minimally destructive harvesting. Few umasi harbor malice toward the living, but some possess a streak of self-loathing and search for powerful magics that might break whatever curse binds them to their current state. Rarely, an umasi finds some strange form of acceptance on the fringes of a remote community where their skills at medicine carry more weight than fear of their strange appearances.
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.