Tisserande de Peau
Tisserande de Peaus are creations of Mordain le Tisseur de Chair. They are formed from the severed hands and heads of Humainoïde creatures, and can reproduce by inserting their spawn into newly severed hands and heads. Unlike zombies and other Mort-vivant, the flesh of the host is perfectly preserved and looks exactly as it did in life. The heads have eight spindly, chitinous legs protruding from the skull, with a spiderlike abdomen sealing the base of the neck. The hands look like scorpions, with the hand taking up the place of the tail. Tisserande de Peau hands are linked to Tisserande de Peau heads, and act in unison with it as a single organism. The flesh of the host creature hardens when it becomes a Tisserande de Peau, and thus they can take a large amount of punishment. Both hands and heads have an almost instinctive ability to use various magical abilities, mostly necrotic magic to rend a target's flesh or instill fear.
Like spiders they rely on webs to catch their prey, but as they cannot produce silk they instead use the entrails, skin and other body parts of their prey to weave them. To preserve their webs, they coat them in a sort of sticky mucus which also serves as a hallucinogenic, further ensnaring any creature entrapped within it. They live only in Kresht Rhyll, the Forest of Flesh, which was named such mostly due to their webs.
Skinweaver No corpse is wasted in Mordain’s domain. The skinweaver builds webs from skin and muscle, stretching entrails between trees and bones in a grotesque mockery of a spider. Heads and hands become hosts for the foul creatures’ spawn. Some might assume that skinweavers could be created only from the bodies of warlocks or wizards, but the arcane powers of these creatures are instinctual; thanks to Mordain’s twisted skills, a fighter’s head can also cast spells in the Forest of Flesh. Although skinweavers can induce decomposition, a skinweaver head can also produce a clear mucus that preserves flesh. This has an effect similar to gentle repose, and it preserves the creatures’ webs. Most skinweavers work in the midst of a network of vile strands, which are treated as difficult terrain. A skinweaver’s forest walk allows it to ignore its own webs. Description Skinweavers are formed from the severed hands and heads of humanoid beings. The flesh is perfectly preserved, and a skinweaver head can even be beautiful—until one takes a closer look. The heads have six spindly, chitinous legs protruding from the sides of the skull and two smaller foreclaws, with a spiderlike abdomen sealing the base of the neck. A skinweaver hand is severed beneath the wrist and mounted on an armored body similar to that of a scorpion, with the hand in place of the scorpion’s tail. Skinweaver flesh is far tougher than that of the original humanoid, and these creatures can take a surprising amount of damage. Skinweaver hands are psychically bound to a particular skinweaver head, and they act with perfect, silent coordination. If a skinweaver group is present, determine initiative only for the heads; the hands act on the same phase as their linked head. If a skinweaver head is killed, its linked hands immediately focus their attacks on the killer and continue to fight until slain. If the hands survive, they seek a new head with which to bond. Skinweavers do not employ any language, but the heads are excellent mimics and repeat phrases said around them in battle.
A skinweaver head can even be beautiful—until one takes a closer look. The heads have six spindly, chitinous legs protruding from the sides of the skull and two smaller foreclaws, with a spiderlike abdomen . . .
Skinweaver Hand Tactics Skinweaver webs create patches of rough terrain, but the skinweavers can ignore these webs due to forest walk. The hands use their mobility to keep their distance from an opponent, relying on ranged attacks. Occasionally one hand uses stealth to ambush a party, launching a preemptive choking attack against a lightly armored caster while the head and hands strike from a distance. The hands are clever enough to use their rending bolts in relays, so they don’t waste the ongoing damage on an opponent who is afflicted by another hand’s bolt.
Skinweaver Hand Level 8 Artillery Small aberrant magical beast (blind) XP 350 I nitiative +9 Senses Perception +9; blindsight 10, tremorsense 10 H P 74; Bloodied 37 AC 20; Fortitude 20, Reflex 22, Will 18 I mmune disease; Resist 5 necrotic, 5 poison S peed 5 (forest walk), climb 5 m Unclean Touch (standard; at-will) ✦ Necrotic +15 vs. AC; 1d4 damage plus ongoing 5 necrotic damage (save ends). r Rotting Hex (standard; at-will) ✦ Necrotic Reach 10; +13 vs. Reflex; 2d6 + 4 necrotic damage. If the target moves closer to the hand on the target’s next turn, the target takes an additional 1d6 + 4 necrotic damage. R Rending Bolt (standard; encounter) ✦ Necrotic Area burst 3 within 20; +13 vs. Reflex; 2d6 + 4 necrotic damage and ongoing 5 necrotic damage (save ends). Miss: Half damage, and no ongoing damage. M Choke Hold (standard; sustain standard; encounter) ✦ Necrotic +15 vs. AC; 10 necrotic damage, and that target is dazed and immobilized (until escape), and the skinweaver hand enters the target’s space and is immobilized until the end of the hand’s next turn. The skinweaver hand can sustain the power as a standard action. If it does, the target takes an additional 10 necrotic damage and the effect continues until the end of the hand’s next turn. If the hand is forced out of the target’s space, it cannot sustain this power. A lignment Unaligned Languages — S kills Athletics +8, Stealth +14, Thievery +14 S tr 8 (+3) Dex 20 (+9) Wis 10 (+4) C on 20 (+9) Int 6 (+2) Cha 14 (+6)