Fiend, Skinhusker

Large Outsider


Hit Dice: 7d8+21, hp 52

Massive Damage Threshold: 17

Initiative: -1

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

Reputation: +0

Allegiances: evil, chaos

Abilities: Str 21, Dex 8, Con 17, Int 13, Wis 14, Cha 14

Skills: Intimidate +11, Knowledge (any two) +10, Listen +11, Read/Write Abyssal, Read/Write Latin, Search +10, Speak Abyssal, Speak Latin, Spot +11, Survival +11

Feats: Cleave, Power Attack, Simple Weapons Proficiency

Possessions: None

Challenge Rating: 6

Advancement: None


(Blade Fiend)

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.


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