Type: Aberrant; Size: Medium (1x1)
HP: 18
SP: 20 (1d8+4)
MP: 12
Resolve: 11
Sanity: 7
Physical Defense: 23; Mental Defense: 15; Bodily Defense: 23
(Armor Defense Points)
Head: 5; Body: 30; Arms: 12; Legs: 12
Speed: 10 sq. (Land)
Reach: 1 sq.
Battle Axe: +11 to-hit (1d12+7 slashing damage); Brutish, Pounding
Physique (10): Power: 6, Health: 3, Stamina: 4
Dexterity (8): Precision: 3, Agility: 4, Reaction: 4
Intellect (3): Reason: 2, Language: 2, Math: 2
Wisdom (6): Drive: 5, Intuition: 2, Common Sense: 1
Charisma (4): Rhetoric: 2, Voice: 4, Beauty: 1
Skills
Weapon: Axe (Trained) +8
Trickery (Trained) +8
Balance (Competent) +14
Sprint (Competent) +14
Intimidate (Trained) +13 (+5 from Frightening)
Sight (Trained) +8
Tanning (Experienced) +15
Language (Speak): Ælios (Competent) +12
Butcher's Slash (Axe Technique): When dealing damage to a target's Hit Points the Skin Stealer can spend 5 Stamina Points to inflict them with Bleed at Moderate Intensity.
Wear Skin: Opponents slain by the Skin Stealer have their skin hacked cleanly from their body. Skin Stealers can choose to make a Tanning check on the stolen skin once it is acquired in order to fashion it for themselves. The Tanning result is used as a DC in place of Disguise in situations which would call for it.
Skin Stealers are normally encountered wearing their most recent catch of skin, however this is up to the GM.
Horrifying Peelback: By spending 4 Stamina Points the Skin Stealer can peel off skin it is currently wearing to shock those around it. Everyone able to see it has an attack using the Skin Stealer's Intimidate (+8) against their Mental Defense, and on a successful hit those afflicted suffer Fear at Moderate Intensity.
Frightening: Some creatures are more horrifying than others, some even bending the very shape and form of reality around them, being terrifying by virtue of their existence rather than any attempt made by them to be as such. Whatever the case may be, this creature causes fear in those who see them. This ability is constantly active (but can be mitigated by the creature if they so choose, nullifying it for 1 hour) and those who are capable of seeing the creature take 2 points of Resolve damage per minute of interaction with the creature outside of combat, and in combat on the first round those engaging the creature as their enemy have an attack (the bonus is determined by creature's Intimidate skill) made against the Mental Defense and upon a hit the opponents suffer 2d6 Resolve and 1d6 Sanity damage. On a miss this is reduced only to a 1d6 Resolve damage.
Lastly, creatures with this ability receive a +5 bonus on all Intimidate checks they make while it's active.
Immunity to the Fear status effect, fear effects, intimidate, or mind-affecting effects makes you immune to this ability.
Tall, gaunt, and haunted aliens from another dimension, Skin Stealers use a large axe to hack the skin off of their victims so they can wear their skin. What they lack in their mental capacity they make up for in their sheer brutality as many fear even encountering Skin Stealers let alone being victims of their desecration of the flesh.