Warpstitcher

Source: Alien Archive 4

CR: 14 XP: 38,400

LE Large aberration

Init.: +4 Senses: darkvision 60 ft. Perception: +25

Defense

HP: 225

EAC: 28 KAC: 30

Fort: +16 Ref: +16 Will: +14

Offense

Speed: 40 ft., climb 40 ft.

Melee: claw +27 (8d6+22 P plus warp suture; critical bleed 2d8)

Offensive Abilities: warp suture

Statistics

Str: +8 Dex: +4 Con: +3 Wis: +0 Int: +1 Cha: +6

Skills: Athletics +25, Bluff +30, Mysticism +25, Stealth +25

Languages: Common; telepathy 100 ft., truespeech

Ecology

Environment: any land

Organization: solitary or scolding (2–6)

Special Abilities

<p><b>Resist Reality (Su)</b> As a reaction, when the warpstitcher would take damage, it can gain resistance 10 against one of the damage types the triggering attack deals. This resistance applies to the triggering attack’s damage and lasts until the beginning of the warpstitcher’s next turn. The warpstitcher can’t use this ability to reduce damage dealt to its warp sutures.<br/> If the warpstitcher has at least one living creature grappled or pinned with warp suture (see below), this ability deals 5d8 force damage to one of those creatures (5d8+14 if the creature is pinned) unless it succeeds at a DC 20 Will save. If the creature fails this saving throw, the resistance granted by this ability this round increases by an amount equal to one-quarter the damage dealt.<br/> <b>Warp Suture (Su)</b> A warpstitcher uses long claws threaded with strands of quintessence to sew its unfortunate victims into itself. If a warpstitcher’s claw attack roll result equals or exceeds the target’s KAC + 4, it automatically grapples the target. (If it equals or exceeds the target’s KAC + 13, it instead pins the target). On the beginning of the warpstitcher’s next turn after grappling or pinning the target, if the target hasn’t escaped the grapple or pin, the target automatically takes the claw attack’s damage. The warpstitcher can then make a new attack roll with the same attack as a standard action. If the roll equals or exceeds the target’s KAC, the grapple or pin is maintained.<br/> While grappled or pinned by this ability, a target shares the warpstitcher’s space and moves wherever the warpstitcher does (though the target doesn’t provoke attacks of opportunity for this movement).<br/> Creatures can attempt to cut the target free (EAC 28, KAC 26, 56 HP), though any attack that doesn’t deal slashing damage deals only half its normal damage. Alternatively a sewn creature can attempt to wriggle free using the escape task of the Acrobatics skill (DC 36), or the creature can burst free with a successful DC 15 Athletics check as a standard action, though the latter deals 8d6+14 slashing damage to the target as it tears free.<br/> A warpstitcher can grapple or pin up to two Medium creatures in this way (doubling the number of creatures it can bind for each additional size category by which these creatures are smaller). If a target dies while grappled or pinned by this ability, its body is absorbed into the warpstitcher and destroyed 1d3 rounds later.</p>

Description