Daemonic Skinner

Level 20
Creature· chaoticUniqueLargeLegacy
AC 43
HP 450
Speed 30 ft.
Fort +39
Ref +34
Will +32
Perc +36
Size Large
Unique
Immunities bleed, void, poison, disease
Resistances precision 15
Weaknesses holy 20
Spells
Languages common, daemonic
Senses greater-darkvision
Skills athletics +40, acrobatics +34, intimidation +34, religion +34, stealth +34, thievery +32
Recall Knowledge religion or society DC 50

Attacks

Melee Cleaver +38/+33/+28(evil, forceful, magical, reach 10 ft., sweep, unholy)
Damage: 4d8+20 slashing + 2d6 spirit + 1d6 bleed
Melee Blood Chain +36/+31/+26(disarm, evil, finesse, magical, reach 20 ft., trip, unholy)
Damage: 4d8+20 piercing + 2d6 spirit
Effect: grab

Abilities

Greater Darkvisioninteraction

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 Spellsinteraction

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.

Attack of Opportunitydefensive

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 Auradefensive(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 Chokedefensive

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 Auradefensive(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.

Bloody Sneak Attackoffensive

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◆◆offensive

Requirements The Daemonic Skinner has a creature Grabbed with her blood chain or a creature is affected by her bloody chain aura

The Skinner pulls the creature into the nearest open adjacent square and makes a cleaver Strike against the creature.

Graboffensive

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.