Dressed like a scarecrow, save its loose clothing is made from supple skin, Sid Skinner's left hand is a predenaturally sharp scythe. His left hand is painstakingly crafted from fine wood long stained red by the blood of his victims. His face, stolen of course, has its mouth sewn shut and glowing yellow orbs swirl within the sockets. Sid craves the skin of humanoid beings and feasts on the life force of those he murders. He cannot be reasoned with, not even with the sacrifice of another to him. The call to flay and flense is just too great in the demented doll.
Sid Skinner
Tiny Construct, chaotic evil
Str 13 Dex 10 Con 16 Int76 Wis 14 Cha 6
Skills Perception +4, Survival +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Sensesdarkvision 60 ft., passive Perception 14
Languages understands Common but cannot speak
Challenge 2 (450 XP)
Glider.
As long as Sid Skinner moves at least 15ft on the ground, it may fly up to 15ft up to its Move.Harvest.
If Sid Skinner kills a creature with its Scythe Hand, the construct regains hit points equal to that creature's hit dice.Actions
Scythe Hand.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4(1d6+1) slashing damage. Creatures must succeed on a DC 13 Constitution save or bleed for the next minute. While bleeding, a creature takes 1 necrotic damage at the start of each of its turns. This bleeding ends if the creature receives magical healing.
If a creature fails this save by 5 or more, Sid Skinner steals a segment of the creature's skin. The creature reduces its Hit Point maximum by the amount of damage taken; slashing and bleed. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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