Skinsaw Seamer

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

Attacks

Melee War Razor +20/+16/+12(agile, backstabber, deadly d8, finesse)
Damage: 1d4+7 piercing
Melee Shortsword +18/+14/+10(agile, finesse, magical, versatile S)
Damage: 2d6+7 piercing
Melee Dagger +20/+16/+12(agile, finesse, thrown 10 ft., versatile S)
Damage: 1d4+7 piercing

Abilities

Wire Catchdefensive

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 Grapple or Disarm the triggering creature.

Flayoffensive

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

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◆◆offensive

Requirements The Skinsaw seamer is currently grappling a creature

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 damage. Failure The creature is Clumsy 1, Dazzled, Enfeebled 1, or Off-Guard (seamer's choice). This effect lasts until the creature spends a single action to tear out the stitching, which deals 1d6 piercing damage to it. Critical Failure The creature is Clumsy 2, Blinded, Enfeebled 2, or off-guard (seamer's choice). This effect lasts until the creature spends 2 actions to tear out the stitching, which deals 2d6 piercing damage to it.

Traits

Evil
Lawful