Wrent DicaspironCreature 10
Source Pathfinder #158: Sixty Feet Under
Perception +22
Languages Common, Daemonic
Skills Acrobatics +20, Athletics +22, Religion +17, Stealth +20, Thievery +16
Str +6, Dex +4, Con +4, Int -2, Wis +1, Cha +2
AC 30; Fort +22; Reflex +20; Will +17;
HP 180
Speed 25 feet
Cleaver +24 (+19, +14) to hit (forceful, sweep) 2d8+8 Slashing
Spiked Chain +22 (+17, +12) to hit (disarm, finesse, reach 15, trip) 2d8+6 Piercing
Attack of Opportunity
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.
Bloody Sneak AttackAny creature taking Persistent Bleed Damage is Flat-Footed against the Skinner's attacks. When attacking a flat-footed creature, the Skinner deals an additional 2d6 precision damage.
Chain ExpertThe Skinner can effectively wield abnormally long spiked chains and can do so using only one hand.
Chain UpRequirements The Skinner has an adjacent creature grabbed with her spiked chain
Effect The Skinner attempts an Athletics check against the grabbed creature's Reflex save DC. On a success, the Skinner knots her chain around the grabbed creature, which becomes Restrained (Escape DC = 10 + the result of the Skinner's Athletics check); on a critical success, the creature also falls Prone.
Regardless of whether the Skinner succeeds, she drops the chain.
FlayWhenever the Skinner makes a successful cleaver Strike against a grabbed creature, she also deals 1d6 Persistent Bleed Damage (or 2d6 Persistent Bleed Damage on a critical hit).
Hook and FlayRequirements The Skinner has a creature grabbed with her spiked chain
Effect The Skinner pulls the creature into the nearest open adjacent square and makes a cleaver Strike against the creature.
GrabRequirements 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.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.