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Father SkinsawCreature 20


UniqueMediumIllusionMentalUnholy
Source Pathfinder #206: Bring the House Down
Perception +33 (greater darkvision)
Languages Telepathy 100 Feet, Universal Language
Skills Lore +36, Athletics +37, Deception +38, Intimidation +40, Occultism +34, Religion +33, Society +36, Stealth +38
Str +7, Dex +8, Con +7, Int +6, Wis +5, Cha +10

AC 44; Fort +33; Reflex +38; Will +31;
HP 380
Speed 30 feet (fly 30 feet)
Immunities death effects, disease, doomed, scrying, detection
Weaknesses Mental 15
Resistances Physical 15

Retribution One Action +41 (+37, +33) to hit (agile, backstabber, deadly d8, finesse, magical) 3d4+17 Slashing + 1d6 Bleed

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Universal Language

Anything spoken by the brainchild is perceived by the listener in its native language.

Urban Legend

As brainchild except Father Skinsaw's abilities are determined by the collective memories of his worshippers and Norgorber himself. Instead of using Seek or Sense Motive to disbelieve any of his abilities, a character who's discovered some of Norgorber's secrets can confront Father Skinsaw with these truths by using Demoralize (DC 41), or they can taunt him with these secrets by Creating a Diversion (DC 43). On a success, in addition to the normal effects, that person can disbelieve one of Father Skinsaw's following abilities: resistance to physical damage, the extra bleed damage caused by his Strikes, his occult innate spells, or his Grievous Cut ability.


A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them.

The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.

A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.

Persistence of Memory (illusion, mental, occult)

As brainchild, except the time is chosen by Norgorber.


When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days.

Bloodletting Free Action

Trigger Father Skinsaw is adjacent to a creature that takes persistent bleed damage

Frequency once per round


Effect Blood writhes from the bleeding creature to splash onto Father Skinsaw, granting him 40 temporary Hit Points for 1 minute.

Effect: Bloodletting

Cut Across Space One Action

Frequency once per round


Effect Father Skinsaw makes a war razor Strike against a target within 120 feet.

Grievous Cut Two Actions

Father Skinsaw attempts a war razor Strike against an adjacent target. If he hits, the blade cuts deep and creates a grievous wound. In addition to the normal damage caused by the attack, the creature struck takes 4d6 bleed damage and becomes Wounded 1 (or increases the value of an existing wounded condition by 1, to a maximum of Wounded 4).

Sneak Attack

Father Skinsaw deals 3d6 extra precision damage to creatures who are Off-Guard.


Occult Innate Spells (DC 41, +33 to hit)

2nd Level: Blood Vendetta (At Will)
5th Level: Truespeech (Constant)
6th Level: Vampiric Exsanguination
8th Level: Disappearance
9th Level: Massacre, Phantasmagoria


A rumor can become so vivid and so persistent that it comes to life, creating a brainchild-a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Killer] spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.


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.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Unholy

Effects 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.