ShredskinCreature 2
Source Pathfinder #157: Devil at the Dreaming Palace
Perception +11 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Acrobatics +10, Athletics +8, Deception +8, Stealth +8
Str +2, Dex +4, Con +0, Int -1, Wis +0, Cha +2
AC 18; Fort +6; Reflex +10; Will +8;
HP 30
Speed 0 feet (fly 30 feet)
Immunities bleed, critical hits, death effects, disease, mental, paralyzed, poison, precision, unconscious
Claws
+10 (+6, +2) to hit (agile) 1d6+4 SlashingJaws
+11 (+6, +1) to hit (unarmed) 1d8+4 PiercingCompression
When a shredskin successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a shredskin.
Constrict
(1d4+4) bludgeoning damage, DC 16 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Control Body
Requirements The shredskin is adjacent to a Medium or Small humanoid-shaped corpse
Effect The shredskin wraps itself around the corpse and takes control of the host body. While controlling a host, the shredskin uses the host's Speed but its own attacks, and it loses its Grab and Enshroud abilities.
Attacks that target the shredskin while it controls a body deal half of the damage to the shredskin and half of the damage to the host body. Attacks that target an area deal damage to both the shredskin and host body normally.
The shredskin can release the host body as a free action at the start of its turn. If the host is destroyed, the shredskin automatically releases the body and is Off-Guard for 1 round. A Medium corpse typically has 15 hit points, while a Small corpse typically has 10 Hit Points.
Creatures can notice that a corpse is controlled by a shredskin by succeeding a Perception check against the shredskin's Deception DC.
Enshroud
Requirements The shredskin is grabbing a creature
Effect The shredskin attempts to pin the creature and wrap itself around the creature like a shirt. The shredskin rolls an athletics check against the creature's Fortitude DC.
On a success, the creature becomes Restrained and the shredskin can take control of the creature as if using Control Body.
At the start of its turn, the shredskin can automatically Constrict the enshrouded creature as a free action.
An enshrouded creature can attempt a [/act escape dc=16] check to break free ([/act escape dc=18] if the shredskin critically succeeded its Athletics check to Enshroud).
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
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.