Fleshwoven

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Source: Harker's Guide to Vampire Hunting"

Fleshwoven are small, grotesque constructs created through an occult ritual native to Shadowcroft, but one that Dracula and his underlings quickly adopted. The ritual of fleshweaving involves taking a physical portion of a creature - this could be something as small as a fingernail clipping or lock of hair - and binding it to a sheaf of straw. Over the course of the ritual, the fleshwoven creature takes on the vague appearance of the creature that contributed to the ritual. This appearance does not fool anyone; the fleshwoven is about the size of a halfling regardless of the contributing creature, and it still is obviously made from a substance that looks like bloody straw.

Once it is created, the fleshwoven supernaturally knows exactly where the contributing creature is at all times, or knows what plane of existence it is on if it has traveled across planes. For this reason, fleshwoven are often used to track down escaped prisoners, political rivals, and the like.

Fleshwoven
Monster Level: 2
Small. Constructed Humanoid
STR DEX END AWR INT CHA
-1 3 2 3 0 -1
Ref: 13 Fort: 12 Ant: 13 Log: 10 Will: 9
Armor Rating 10 Vulnerable Fire 3
Hit Points 20 Senses Darkvision 60 ft
Speed 30 ft Traits Unerring Mind, Vigilant
Skills (DEX) Sneaking +8
Features
Supernatural Bond. When the Fleshwoven is created, it uses a portion of biological matter donated from a single creature. The Fleshwoven always knows which plane of existence this creature is on, and if they are on the same plane of existence, the Fleshwoven knows exactly where the creature is. If the creature is under the effects of Nondetection or similar magic, then the Fleshwoven may immediately make an AWR attack against a DC of 10 + the magic attribute used to cast the magic. On a success, the Fleshwoven sees the target creature anyway for the duration of the magical ability.

Made to Slay. When making any attack against the creature that contributed to the Fleshwoven’s creation, the Fleshwoven rolls 2d20 and keeps the higher.

Actions
On each of the Fleshwoven’s turns, it may take one of the following sets of actions.
  • Move and take one Tier 1 action.
Tier 1 Actions
Move. The Fleshwoven can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 5 (1d4+3) sharp.

Chortle. Ranged 30 ft Natural Weapon. +2 vs WILL. Hit: Target creature is Demoralized until the end of the Fleshwoven’s next turn.

Reactions
Exploit (1/Round). If the creature that contributed to the Fleshwoven’s creation moves out of reach of the Fleshwoven’s claws, the Fleshwoven may Exploit.