This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Hosted by 12 To Midnight.
Select a Creature from the drop-downlist:
Hit Dice: 7d8+21, hp 52
Massive Damage Threshold: 17
Speed: 30 ft.
Defense: 22, touch 8, flat-footed 22 (-1 size, -1 Dex, +14 natural)
Base Attack/Grapple: +7/+16
Attack: +11 melee (1d8+7/19-20, bone armblade)
Full Attack: +11 melee (1d8+5/19-20, 2 bone armblades), or +5 ranged
Fighting Space/Reach: 10 ft. by 10 ft./10 ft.
Special Qualities: improved critical (bone armblade), immune to fire and poison, electricity resistance 20, damage reduction 10/+1, telepathy, darkvision 60 ft.
Saves: Fort +8, Ref +4, Will +7
Action Points: 0
Allegiances: evil, chaos
Abilities: Str 21, Dex 8, Con 17, Int 13, Wis 14, Cha 14
Challenge Rating: 6
A skinhusker resembles a frightfully gaunt, 9-foot-tall human with red skin. Two slender, white horns protrude from its elongated forehead, and each of its two arms ends in a wicked, 3-foot-long, serrated bone blade. A skinhusker revels in combat and enjoys inflicting pain.
Improved Critical (Ex): A skinhusker threatens a critical hit on a natural roll of 19 or 20.
Death Explosion (Su): When a skinhusker is reduced to -1 or fewer hit points, it explodes in a ball of flame. All creatures in adjacent squares take 2d6 points of fire damage. A successful Reflex save (DC 12) halves the damage.
Immunities (Ex): A skinhusker is immune to fire and poison.
Electricity Resistance 20 (Ex): A skinhusker ignores the first 20 points of damage from any attack that deals electricity damage.