A skinhusker resembles a frightfully gaunt, 9-foot-tall human with red skin. Two slender, white horns protrude from its elongated forehead, and each of its two arms ends in a wicked, 3-foot-long, serrated bone blade. A skinhusker revels in combat
and enjoys inflicting pain.
Skinhusker (blade fiend):
CR 6; Large outsider
; HD 7d8+21; hp 52; Mas 17; Init -1; Spd 30 ft.; Defense
22, touch 8, flat-footed 22 (-1 size
, -1 Dex, +14 natural); BAB +7; Grap +16; Atk +11 melee (1d8+7/19-20, bone armblade); Full Atk +11 melee (1d8+5/19-20, 2 bone armblades), or +5 ranged; FS 10 ft. by 10 ft.; Reach
10 ft.; SQ improved critical
(bone armblade), immune to fire and poison
, electricity resistance 20
reduction 10/+1, telepathy, darkvision 60 ft.; AL evil, chaos; SV Fort +8, Ref +4, Will +7; AP 0; Rep +0; Str 21, Dex 8, Con 17, Int 13, Wis 14, Cha 14.
Intimidate +11, Knowledge (any two) +10, Listen +11, Read/Write Abyssal, Read/Write Latin, Search +10, Speak Abyssal, Speak Latin, Spot +11, Survival +11.
Improved Critical (Ex):
A skinhusker threatens a critical hit
on a natural roll of 19 or 20.
Death Explosion (Su):
When a skinhusker is reduced to -1 or fewer hit points
, it explodes in a ball of flame. All creatures
in adjacent squares take 2d6 points of fire dam-age; a successful Reflex save (DC 12) halves the damage
A skinhusker is immune to fire and poison
Electricity Resistance 20 (Ex):
A skinhusker ignores the first 20 points of damage
from any attack that deals electricity damage