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Fleshwarper

Cruel scientists called fleshwarpers create horrors from the flesh of others. Many desire to push science forward, but others need only grotesque glee.

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

FleshwarperCreature 7

Medium Human Humanoid 
Source NPC Core pg. 159
Perception +13
Languages Common, Sakvroth
Skills Aberration Lore +15, Crafting +17, Fleshwarping Lore +17, Medicine +16, Occultism +15, Stealth +15
Str +3, Dex +4, Con +2, Int +4, Wis +2, Cha -1
Items +1 scalpel (functions as a dagger), fleshwarping concoction, healer's toolkit
AC 24; Fort +15, Ref +15, Will +15
HP 110
Speed 25 feet
Melee [one-action] scalpel +18 [+14/+10] (agile, finesse, magical, versatile S), Damage 1d4+9 piercingMelee [one-action] fist +17 [+13/+9] (agile, finesse, nonlethal, unarmed), Damage 1d4+9 bludgeoningRanged [one-action] fleshwarping concoction +17 [+12/+7] (alchemical, poison, range increment 20 feet), Damage 4d6 poison plus flesh mutationRanged [one-action] scalpel +18 [+14/+10] (agile, magical, thrown 10 feet, versatile S), Damage 1d4+9 piercingConduct the Experiment [one-action] The fleshwarper assesses vulnerabilities in a creature's anatomy. They attempt a Medicine check against the Fortitude DC of one living creature they can see within 60 feet. On a success, the fleshwarper's melee Strikes deal an extra 2d8 precision damage against that creature for 1 minute or until the fleshwarper critically hits that creature, whichever comes first. Using this action again designates a new target and ends the effect for any previous target. A fleshwarper can target an individual no more than once per day with this ability.Flesh Mutation (alchemical, morph) A creature made of flesh that's hit by a fleshwarping concoction Strike is subject to a random fleshwarping mutation determined by rolling 1d4 and consulting the list below. The creature attempts a DC 25 Fortitude save at the end of each of its turns, ending the mutation on a success. A creature that becomes mutated is thereafter temporarily immune to flesh mutation for 1 day.
  • Spongy Flesh The creature has weakness 5 to physical damage.
  • Caustic Blood The creature takes 2d4 persistent acid damage that can't be removed normally, but ends when the mutation does.
  • Sprouting Eyes The creature is dazzled, but also immune to flanking.
  • Mutated Mind The creature is confused. It can still recover as noted in the condition, but if it does it remains off-guard until the mutation ends.
Restore My Masterpiece [one-action] (healing, manipulate) Requirements The fleshwarper is holding or wearing a healer's toolkit; Effect The fleshwarper stitches the wounds of an adjacent, willing aberration or creature they modified using fleshwarping. The creature regains 20 HP and is then temporarily immune for 1 day.

Sidebar - Related Creatures Warped Menagerie

A fleshwarper is a master at their dark craft, and creating monsters is practically second nature to them. However, they have no great skill at controlling monsters. Some may keep their creations caged for further study, or to use as grim guard dogs. The especially careless may simply abandon their awful abominations in the wild to become someone else's problem. Classically, their creations are fleshwarps like the grothlut and irnakurse. Other created creatures might resemble charnel creations, globsters, or sinspawn.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.