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Ecorche

Large undead (shapechanger), lawful evil

Armor Class 16 (natural armor)
Hit Points 266 (28d10 + 112)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Deception +9, Perception +7, Stealth +9
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Legendary Resistance (3/Day). If the ecorche fails a saving throw, it can choose to succeed instead.
  • Wear Skin. As an action, an ecorche can steal the skin of a dead Small, Medium, or Large humanoid and wear it as its own. When it does this, the ecorche takes on the creature’s size and appearance and gains a +10 bonus on Charisma (Deception) checks made to impersonate the victim. While wearing a stolen skin, an ecorche cannot use its frightful presence. This stolen skin is preserved while the ecorche wears it but is destroyed if the ecorche takes more than 10 points of damage or if the ecorche chooses to destroy the skin as a bonus action. Those within 60 feet who see an ecorche’s stolen skin destroyed are immediately subjected to its frightful presence and have disadvantage on the related Wisdom save. An ecorche reverts to its normal size if its stolen skin is destroyed.

ACTIONS

  • Multiattack. The ecorche uses frightful presence if it is not in disguise. It then makes two razor claw attacks.
  • Razor Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 17 (3d8 + 4) slashing damage and if this attack hits the same target twice in one round it also suffers the effects of rend. Razor claws score a critical hit on a 19 or 20 and do 52 slashing damage.
  • Rend. This vicious attack automatically triggers the seize skin ability and does an additional 36 (8d8) necrotic damage.
  • Frightful Presence. Each creature that can see the ecorche in its natural form is within 60 feet of the ecorche and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ecorche’s Frightful Presence for the next 24 hours.

REACTIONS

  • Seize Skin. Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 20 Constitution save to resist being skinned alive. Those who fail the save are stunned and gain 1 level of exhaustion per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of natural regeneration). The ecorche can use its wear skin trait to don a skin stolen in this way as an action.
Section 15: Copyright Notice
Aegis of Empires Adventure Path © 2021, Legendary Games; Authors: Greg A. Vaughan, Matt Goodall, Steve Helt, Tom Knauss, Anthony Pryor, Alistair J. Rigg, and Jeffrey Swank; based on original material by Greg A. Vaughan.