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From Pathfinder #162: Ruins of the Radiant Siege, which isn't enabled.

Daemonic Skinner

CREATURE 20
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
Greater 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 Spells

A 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.


AC 43; Fort +39, Ref +34, Will +32
HP 450; Immunities bleed, void, poison, disease; Weaknesses holy 20; Resistances precision 15
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.


Speed 30 feet
Melee Cleaver +38 (evil, forceful, magical, reach 10, sweep, unholy), Damage 4d8+20 slashing plus 2d6 spirit plus 1d6 bleed
Melee Blood Chain +36 (disarm, evil, finesse, magical, reach 20, trip, unholy), Damage 4d8+20 piercing plus 2d6 spirit plus Grab
Divine Innate Spells DC 38, attack +30; 6th Vampiric Exsanguination, Weapon Storm; 5th Dimension Door; 4th Dimension Door (At Will); Constant (6th) True Seeing
Bloody Sneak Attack

Any 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 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.

Pathfinder #162: Ruins of the Radiant SiegeOGL