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Palace Fleshwarpers

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Elite | Normal | Weak
Proficiency without Level

Elite Palace FleshwarpersCreature 13

Medium Elf Humanoid 
Source The Palace of Screaming Flesh pg. 39
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 31 • Humanoid (Society)
Variant elf fleshwarper
Perception +23; low-light vision
Languages Common, Elven, Sakvroth
Skills Aberration Lore +25, Crafting +28, Fleshwarping Lore +28, Medicine +27, Occultism +25, Stealth +25
Str +3, Dex +4, Con +2, Int +6, Wis +2, Cha -1
Items +1 striking scalpel (functions as a dagger), fleshwarping concoction, healer's toolkit
AC 35; Fort +25, Ref +25, Will +27
HP 230
Speed 30 feet
Melee [one-action] scalpel +29 [+25/+21] (agile, finesse, magical, versatile S), Damage 2d4+2+15 piercingMelee [one-action] fist +28 [+24/+20] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+15 bludgeoningRanged [one-action] fleshwarping concoction +28 [+23/+18] (alchemical, poison, range increment 20 feet), Damage 7d6+2 poison plus flesh mutationRanged [one-action] scalpel +29 [+25/+21] (agile, magical, thrown 10 feet, versatile S), Damage 2d4+2+15 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 35 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.

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