Torn Trio
Level 13Attacks
Abilities
A torn trio ordinarily has three severed limbs tethered to a central point by near-incorporeal ropes. A limb is essentially cut away from the central point and rendered nonfunctional each time the torn quartet loses 60 Hit Points (so at 120 Hit Points, the torn quartet has two functional limbs, at 60 Hit Points, it has one functional limb). Each functioning limb can Grapple separate creatures within reach, or multiple functioning limbs can Grapple the same creature; for each additional limb used
A torn trio can spend 1 minute tearing apart the corpse of a humanoid creature that was killed within the last hour to regain 60 Hit Points and restore one of its nonfunctioning limbs. A torn trio can't have more than three limbs.
The torn trio makes a number of limb Strikes up to its number of functioning limbs, each against a different target. These attacks count toward the torn trio's multiple attack penalty, but the multiple attack penalty doesn't increase until after the torn trio makes all its attacks.
A torn trio has a number of reactions per round equal to its number of still-functioning limbs, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the torn trio must use a different limb for each Reactive Strike it makes. Whenever one of the torn trio's limbs is rendered nonfunctional, the torn trio loses one of its reactions.
Requirements The torn trio has a creature Grabbed or Restrained by at least two limbs
Effect The creature takes (5d6+2)[slashing] damage for each limb currently grabbing or restraining it (maximum 15d6), with a DC 30 fortitude save. On a critical failure, the creature also loses a random body part, and one of the torn trio's limbs is now no longer grabbing or restraining it.