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Skinsaw Seamer

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Skinsaw SeamerCreature 8

Legacy Content

Rare LE Medium Human Humanoid 
Source Pathfinder #158: Sixty Feet Under pg. 51
Perception +18
Languages Common, Daemonic
Skills Acrobatics +18, Athletics +17, Deception +16, Medicine +17, Norgorber Lore +16, Religion +17, Thievery +16
Str +3, Dex +4, Con +0, Int +2, Wis +3, Cha +2
Items +1 striking shortsword, silver religious symbol of Norgorber, Skinsaw mask, assorted rags and textiles, daggers (3), leather armor, metal wire, war razor
AC 26; Fort +16, Ref +18, Will +17
HP 130
Wire Catch [reaction] 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.
Speed 25 feet
Melee [one-action] war razor +20 [+16/+12] (agile, backstabber, deadly d8, finesse), Damage 1d4+7 piercingMelee [one-action] shortsword +18 [+14/+10] (agile, finesse, magical, versatile S), Damage 2d6+7 piercingRanged [one-action] dagger +20 [+16/+12] (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+7 piercingFlay [one-action] Requirements The Skinsaw seamer dealt damage with a melee weapon other than its war razor with their last action; Effect 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 persistent bleed damage in addition to the war razor's usual damage.Quick Stitch [two-actions] Requirements The Skinsaw seamer is currently grappling a creature; Effect 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 flat-footed (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 flat-footed (seamer's choice). This effect lasts until the creature spends 2 actions to tear out the stitching, which deals 2d6 piercing damage to it.