An angry mob of seven people falsely accused a woman of murdering children, and in retaliation mutilated her husband before disposing of them both. With her dying breath The Seamstress cursed her killers. Now she and her ghost husband are back for revenge and killing the seven off, one by one.
But there’s a problem. The seven are dead already. So the Seamstress kills in waves, murdering seven innocents to slake her thirst.
The Seamstress typically approaches targets invisibly during the day, stalking them until nightfall. Then she strikes, firing ectoplasm strands at her target and dragging them closer to her until she can cocoon them.
The Seamstress then kills her victims by using the needles protruding from her fingers to sew up the victim, inflicting claw damage each round. Victims struck by the needles have their eyes and mouths sewn shut, where they bleed to death from their wounds.
The Seamstress (CR 6, HD 6d12)
NE Medium Undead
Init +0 Spd Fly, Perfect 30
Senses Darkvision (Ex): 60 ft.; | Listen +10, Spot +3
AC 18 (FF 18, Touch 10)
hp 39 (Disabled 0/Dying —/Injury –)
Saves: Fort +2, Ref +2, Will +8
Immunity: Reincarnate (Ex), Immunity: Critical hits (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), Immunity: Sleep Effects (Ex), Immunity: Fatigue (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Raise Dead (Ex)
Atk +7 base melee, +3 base ranged; Grapple +7;
+8 Melee (2 Claw 1d4+4/crit 20/x2);
+3 Ranged (6 Strands plus drag);
SA: Mimicry (Ex) , Rend (Ex) , Confusion (Sp), Sew (Ex), Strands (Ex), Drag (Ex), Cocoon (ex)
SQ: Natural Invisibility (Su), No Natural Healing (Ex),Symbol Vulnerability (Su)
Abilities STR 18, DEX 10, CON –, INT 15, WIS 17, CHA 16
Feats: Simple Weapon Proficiency, Stealthy, Weapon Focus: Claw.
Skills: Bluff + 11, Concentration + 8, Hide + 8, Intimidate + 8, Knowledge (Arcane Lore) + 10, Listen + 10, Move Silently + 7.
Strands (Ex): The Seamstress draws writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The Seamstress can produce up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the Seamstress can extrude a new one on its next turn as a free action.
Drag (Ex): If the Seamstress hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. the Seamstress can draw in a creature within 10 feet of itself and claw with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking the Seamstress’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the Seamstress takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to the Seamstress.
Confusion (Sp): The Seamstress can use confusion three times per day, as the spell cast by a 9th-level Mage (Will save negates; save DC 14 + the Seamstress’ Charisma modifier).
Mimicry (Ex): The Seamstress can imitate (but not necessarily understand) the sounds made by any person or animal it hears.
Natural Invisibility (Su): During daylight, the Seamstress is naturally invisible and remains so even when attacking. Any creature that correctly discerns the Seamstress’ location despite being unable to see it has a 50% miss chance on melee and ranged attacks. This ability is always active, but the Seamstress can suppress it for 1 round with a successful Concentration check (DC 15). A new check at the same DC is required for each subsequent round that it wishes to remain visible. the Seamstress is visible from sundown to sunup.
Rend (Ex): If the Seamstress hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. The rending attack deals damage as a claw attack plus 1.5 times the Seamstress’s Strength modifier.
Sew (Ex): As a full-round action, the Seamstress can sew a victim’s eye or mouth shut. The attack inflicts her claw damage (as the needles are part of her fingers) and the threads are made of ectoplasm. The victim loses the ability to see in that eye or speak until the threads are cut. The threads can be removed, but they have 10 hit points and any damage inflicted on the thread is also inflicted on the character, causing him considerable pain.
Cocoon (Ex): A victim that is dragged into the same space as The Seamstress can be cocooned. The victim must make a Reflex save (DC 19) each round or be cocooned. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components). Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm, or otherwise destroyed by extreme measures or items. The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).
Symbol Vulnerability (Su): The Seamstress can be repelled by a certain symbol — an inverted triangle within a circle. The symbol doesn’t t harm the Seamstress—it merely keeps her at bay. The Seamstress must stay at least 5 feet away from a creature holding symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding the Seamstress at bay takes a standard action.
Skill Bonus: The Seamstress blends into the gloom, gaining a +4 species bonus on Hide checks at night or in darkness.
Undead: The Seamstress has the traits and immunities common to undead.
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