Daemonic SkinnerCreature 20
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +36 (greater darkvision)
Languages Common, Daemonic
Skills Acrobatics +34, Athletics +40, Intimidation +34, Religion +34, Stealth +34, Thievery +32
Str +10, Dex +6, Con +9, Int +3, Wis +6, Cha +6
AC 43; Fort +39; Reflex +34; Will +32;
HP 450
Speed 30 feet
Immunities bleed, void, poison, disease
Weaknesses Holy 20
Resistances Precision 15
Cleaver
+38 (+33, +28) to hit (evil, forceful, magical, reach 10, sweep, unholy) 4d8+20 Slashing + 1d6 BleedBlood Chain
+36 (+31, +26) to hit (disarm, evil, finesse, magical, reach 20, trip, unholy) 4d8+20 PiercingGreater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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 Chain Aura (aura, divine)20 feet. Chains of blood bind a bleeding creature to the Daemonic Skinner.
Creatures in range that are taking Persistent Bleed Damage can't move out of the aura.
The Skinner can have only one aura active at a time.
She can switch her active aura as an Interact action.
Spell Choke
Trigger A creature taking Persistent Bleed Damage within 30 feet of the Daemonic Skinner Casts a Spell with a verbal component or speaks
Effect The Skinner wills the triggering creature's blood to gush from their mouth and constrict their throat. The target's spell is disrupted.
The target must succeed at a DC 47 fortitude save or become Sickened 2.
Transfusion Aura (aura, divine, healing)30 feet. Any time a creature in the aura takes Persistent Bleed Damage, the Daemonic Skinner regains the same number of Hit Points as the damage dealt.
The Skinner can have only one aura active at a time.
She can switch her active aura as an Interact action.
Bloody Sneak AttackAny creature taking Persistent Bleed Damage is Off-Guard against the Daemonic Skinner's attacks. When attacking an off-guard creature, the Skinner deals an additional 2d6 precision damage.
Hook and Flay
Requirements The Daemonic Skinner has a creature Grabbed with her blood chain or a creature is affected by her bloody chain aura
Effect The Skinner pulls the creature into the nearest open adjacent square and makes a cleaver Strike against the creature.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Divine Innate Spells (DC 38, +30 to hit)
4th Level: Dimension Door (At Will)
5th Level: Dimension Door
6th Level: True Seeing (Constant), Vampiric Exsanguination, Weapon Storm
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.
DaemonA family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
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.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.