Ecorche
Creature 16 — undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDundeadunholy
When a necromancer has need of a versatile agent to serve as a bodyguard and do their bidding in disguise, they build an ecorche-a skinless monstrosity filled with putrid alchemical agents, covered in pulsing muscle and sinew grafts, and imbued with razor-sharp claws. The ecorche uses its claws to flay its victims, stripping off skin in seconds. It can then horrifyingly squeeze itself into the stolen skin and impersonate the deceased, which it does to covertly carry out orders or find more victi
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +27; darkvision
Languages common, necril
Skills athletics +33, deception +31, intimidation +27 (+31 when skinless), stealth +28
Str
+9
Dex
+6
Con
+7
Int
+0
Wis
+5
Cha
+5
AC 38
Fort +27
Ref +30
Will +27
HP 275
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee Claw (agile, unarmed) +33, Damage 3d8+17 slashing
Abilities
Flaying Flurry — The ecorche attempts two claw Strikes against the same target. If both hit and deal damage, it attempts to pull the skin off its target. It attempts an Athletics check against the enemy's Fortitude DC.
Critical Success The ecorche fully pulls the target's skin off its body. The creature takes 4d8 bleed, and it's Frightened 4 and Stunned 4. The bleed damage can't end naturally, only ending if the creature regains at least 75 HP or regains at least 10 HP from regeneration.
Success The target takes 2d8 bleed and is Stunned 1.
Critical Success The ecorche fully pulls the target's skin off its body. The creature takes 4d8 bleed, and it's Frightened 4 and Stunned 4. The bleed damage can't end naturally, only ending if the creature regains at least 75 HP or regains at least 10 HP from regeneration.
Success The target takes 2d8 bleed and is Stunned 1.
Muscular Leap — The ecorche over-stresses its leg muscles for a massive jump. It loses 20 untyped HP and Leaps up to 120 feet in any direction. If its next action is a Strike or Flaying Flurry, it doesn't fall until after that action.
Tear Skin (emotion, fear, manipulate, mental, visual) —
Wear Skin (manipulate) — Wearing a skin gives the ecorche a +2 item bonus to AC and 75 temporary Hit Points. If the ecorche takes more than 50 slashing damage from a single source, the skin becomes broken. When broken, the skin no longer provides any of these benefits (any remaining temporary HP are immediately lost) but can still be used for Tear Skin.
WORKS WELL WITH
SnareLANDA controller that restrains or immobilizes a target lets this bruiser land both claws of its flaying combo without the foe stepping away.
SniperLANDA ranged striker keeps pressuring from distance while this creature closes gaps with its leap and absorbs melee attention.
WeaverLANDA debuff caster lowering Fortitude saves makes the skin-tearing grapple a near-certain success.
PUNISHES
✖ clumping✖ melee reliance✖ low Fortitude
Avoid pairing with another high-HP melee brute; the encounter's damage budget concentrates awkwardly on one flank instead of threatening the whole party.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ecorche in the encounter builder — free, no install.
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