SkinsloughCreature 4
Source Pathfinder #207: The Resurrection Flood
Perception +12 (darkvision)
Languages Common, Necril
Skills Athletics +12
Str +5, Dex +2, Con +4, Int +2, Wis +2, Cha -4
AC 20; Fort +14; Reflex +8; Will +11;
HP 72 (hard to target, void healing)
Speed 25 feet (swim 20 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Cold 6
Resistances Bludgeoning 6, Piercing 6
Fist
+13 (+9, +5) to hit (agile, disarm, unarmed) 2d8+5 BludgeoningHard to Target
With their loose, shifting skin, a skinslough's vital organs are difficult to locate. Each time a skinslough would take precision damage or extra damage from a critical hit, it attempts a DC 5 flat. On a success, the additional damage is negated.
Slough
Trigger The skinslough gains a persistent damage condition or becomes Grabbed, Immobilized, or Restrained
Effect The skinslough sheds part of its skin and attempts a DC 5 flat to end the condition.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Skin Net
(attack, disease)The skinslough interacts to pull off part of its skin and throw it at a creature within 30 feet, making a ranged attack with a +12 modifier. If it hits, the target takes a –10-foot circumstance penalty to its Speeds for 1 round and must make a DC 18 fortitude save. If the skinslough critically hits, the target gets a result one degree of success worse than the outcome of its Fortitude save.
Effect: Skin Net
Critical Success As success, and the creature automatically succeeds at saving throws against the skinslough's Skin Net for 24 hours.
Success The target is unaffected except for the penalty to Speed.
Failure The target is also Sickened 1.
Critical Failure The target is also Sickened 2.
Sloughing Sickness (disease, void)This horrifying disease can make a target's skin slough away.
Saving Throw DC 18 fortitude
Stage 1 carrier with no ill effect (1 hour)
Stage 2 (2d4+4) void damage and Clumsy 1 (1 day)
Stage 3 (4d4+4) void damage, clumsy 1, and Stupefied 1 (1 day).
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.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
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.