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Pathfinder

Compendium

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Ecorche

This brawny Creature has had its skin completely flensed from its form, revealing the violent pulsing of its massive, exposed muscles.

The bodyguards and spies of Undead masterminds, ecorches appear as gory giants with musculatures overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew. Although its natural form possesses no skin, an Ecorche can steal the flesh of another Creature, flaying its victim in mere seconds and leaving it in unimaginable shock and pain with only moments to seek aid before perishing. Yet this gruesome act of violence is only the first stage of the chaos an Ecorche spreads with its violence. An Ecorche possesses incredible control over its gruesome form, allowing it to compress its body into the skin of a much smaller Creature. Wearing such grisly garb, these terrors walk among the living, doing the bidding of their terrible masters or searching for more influential individuals to murder, skin, and impersonate. If an ecorche's unholy nature is revealed, the Monster is quick to dispose of its now-useless Disguise, bursting from the suit of flesh and exposing its terrible form to the unprepared, few of whom can withstand such unabashed gore.

An Ecorche stands approximately 8-1/2 feet tall and weighs upward of 600 pounds.

Special Abilities

Seize Skin (Su) Whenever an Ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a Regenerate Or Heal Spell (or 1 round of regeneration). The Ecorche can use its wear skin ability to don a skin stolen in this way as a full-round Action. The save DC is Dexterity-based.

Wear Skin (Su) An Ecorche can steal the skin of a dead Small, Medium, or Large Humanoid and wear it as its own. When it does this, the Ecorche takes on the creature's size and appearance and gains a +10 bonus on Disguise Checks made to impersonate the victim. While wearing a stolen skin, an Ecorche cannot use its Frightful Presence . This stolen skin is preserved while the Ecorche wears it, but is destroyed if the Ecorche takes more than 10 points of Damage or if the Ecorche chooses to destroy the skin as a standard Action. Those within 60 feet who see an ecorche's stolen skin destroyed are immediately subjected to its Frightful Presence And take a 5 Penalty on the related Will save. An Ecorche reverts to its normal size if its stolen skin is destroyed.

Ecorche

CR 16

  • XP

    76800
  • CE Large undead
  • Init

    +9;

    Senses

    darkvision 60 ft.;Perception +25
  • Aura

    frightful presence (60 ft., DC 26)
  • DEFENSE

  • AC

    30, touch 14, flat-footed 25 (+5 Dex, +16 natural, –1 size)
  • hp

    209(22d8+110)
  • Fort

    +12,

    Ref

    +12,

    Will

    +15
  • Defensive Abilities

    channel resistance +2;

    DR

    15/good and silver;

    Immunities

    acid, undead traits;
  • OFFENSE

  • Speed

    30 ft.
  • Attacks

    2 claws +27 (3d6+11 / 19–20);
  • Reach

    10 ft.
  • Special Attacks

    Bleed( 1, ); Frightful Presence( DC 26); Rend( 3d6+11, );
  • STATISTICS

  • Str

    32,

    Dex

    20,

    Con

    —,

    Int

    9,

    Wis

    11,

    Cha

    21
  • Base Atk

    +16;

    CMB

    28;

    CMD

    43
  • Feats

    Awesome Blow, Blinding Critical, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Iron Will, Power Attack, Stand Still, Weapon Focus (claw),
  • Skills

    Disguise +30 Perception +25 Stealth +26
  • Languages

    Common
  • SQ

    wear skin
  • ECOLOGY

  • Environment

    any land
  • Organization

    solitary or gang (2–4)
  • Treasure

    none
  • Special Abilities

  • Seize Skin (Su)

    Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.

    Wear Skin (Su)

    An ecorche can steal the skin of a dead Small, Medium, or Large humanoid and wear it as its own. When it does this, the ecorche takes on the creature's size and appearance and gains a +10 bonus on Disguise checks made to impersonate the victim. While wearing a stolen skin, an ecorche cannot use its frightful presence. This stolen skin is preserved while the ecorche wears it, but is destroyed if the ecorche takes more than 10 points of damage or if the ecorche chooses to destroy the skin as a standard action. Those within 60 feet who see an ecorche's stolen skin destroyed are immediately subjected to its frightful presence and take a –5 penalty on the related Will save. An ecorche reverts to its normal size if its stolen skin is destroyed.

    Fast Healing (Ex)

    The creature regains hit points swiftly, usually 1 or more per round, as given in the creature’s entry. Except as noted below, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, suffocation, or thirst, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

    Channel Resistance (Ex)

    A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).

    Undead Traits (Traits)

    Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.