Disciple of the Thread

Level 16
Creature· humanRareMediumRemaster
AC
39
HP
290
Speed
30 ft.
Perception
+29
Fort
+25
Ref
+29
Will
+29
Languages azlanti, common
Skills acrobatics +29, crafting +29, deception +29, stealth +29, society +27, religion +25
Recall Knowledge DC 40 (society)

Attacks

Melee Sleeve +32 (finesse, grapple, magical, parry, reach 10 ft., unarmed), Damage 3d6+15 bludgeoning plus pins and needles
Ranged Needles +32 (agile, magical, thrown), Damage 4d4+15 piercing plus pins and needles

Abilities

Sartorial Snag

Trigger An adjacent creature 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 disciple drives several threaded needles through the triggering creature's clothing and pulls, momentarily binding its outfit and restricting movement. The disciple attempts a Tailoring Lore check against the triggering creature's AC. If the triggering creature isn't wearing at least a cloak, sash, tabard, or similar amount of visible

Pins and Needles

The disciple gains access to the critical specialization effects of their sleeve and needle Strikes, with a DC of 34.

Sneak Attack

The disciple's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.

Tailor-Made Armaments

While wearing clothing worth at least 10 gp, a disciple of thread can cause their sleeves or other parts of their outfit to extend and animate as unarmed Strikes in the flail weapon group. While wielding these sleeves, the cultist can use their Tailoring Lore modifier in place of Athletics to , , and . As a free action while carrying a tailoring toolkit, the disciple can Draw mundane se