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Wrent DicaspironCreature 10


UniqueCEMediumHumanHumanoid
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 One Action +24 (+19, +14) to hit (forceful, sweep) 2d8+8 Slashing
Spiked Chain One Action +22 (+17, +12) to hit (disarm, finesse, reach 15, trip) 2d8+6 Piercing

Attack of Opportunity Reaction

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 Attack

Any 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 Expert

The Skinner can effectively wield abnormally long spiked chains and can do so using only one hand.

Chain Up Free Action

Requirements 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.

Flay

Whenever 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 Flay Two Actions

Requirements 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.

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.



Traits

Unique

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.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.