Skinsaw Seamer

Level 8
Creature· evilRareMediumLegacy
AC
26
HP
130
Speed
25 ft.
Perception
+18
Fort
+16
Ref
+18
Will
+17
Languages common, daemonic
Skills acrobatics +18, athletics +17, medicine +17, religion +17, deception +16, thievery +16
Recall Knowledge DC 29 (society)

Attacks

Melee War Razor +20 (agile, backstabber, deadly-d8, finesse), Damage 1d4+7 piercing
Melee Shortsword +18 (agile, finesse, magical, versatile-s), Damage 2d6+7 piercing
Melee Dagger +20 (agile, finesse, thrown 10 ft., versatile-s), Damage 1d4+7 piercing

Abilities

Wire Catch

Every Skinsaw seamer keeps a sewing needle attached to a loop of thick silk, wrapped loosely around their hand not holding a weapon, which they can use in combat to snag or disarm attackers

Trigger A creature hits the seamer with a melee Strike


Effect The seamer attempts an Athletics check to either or the triggering creature.

Flay

Requirements The Skinsaw seamer dealt damage with a melee weapon other than its war razor with their last action


Effect The seamer makes a war razor Strike against the same creature that they just damaged. On a hit, the seamer slices a strip of flesh from the target and deals 1d6 bleed in addition to the war razor's usual damage.

Quick Stitch◆◆

Requirements The Skinsaw seamer is currently grappling a creature


Effect The seamer stitches a piece of cloth to the creature's arm, face, or leg, potentially hindering it. The creature must attempt a DC 26 reflex saving throw; if the seamer has already successfully used their Flay ability against the creature within the past minute, the creature's save result is one degree of success worse.


Critical Success The creature is unaffected.

Success The creature takes 1d4 piercing dama