b'Underfiend, Skincloak \n'b'  Family:   Underfiend  \n'b'  Large   fiend  (shapechanger),  neutral evil  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  136 (16d10 + 48) \n'b' Speed  30 ft.\n'b' STATS STR: 17 (+3) DEX:  14 (+2)  CON:  16 (+3)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws  Con +7 \n'b' Skills  Athletics +7, Deception +6, Intimidation +6 \n'b' Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  fire \n'b' Condition Immunities  charmed, frightened \n'b' Senses  darkvision 60 ft., passive Perception 12 \n'b' Languages  Abyssal, telepathy 120 ft. \n'b' Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The underfiend\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The underfiend can innately cast the following spells, requiring no material components. \n'b'\n'b'  At will : detect magic, detect thoughts \n'b'  1/day : dispel magic, fear \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The underfiend makes four attacks: one with its bite or horns, and three which can be with a skelemaul, claw, or kick. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  Horns .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 14 (2d10 + 3) piercing damage. The target creature must succeed on a DC 15 Strength saving throw or be knocked prone. \n'b'  Kick .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) bludgeoning damage. The target creature must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from the underfiend. \n'b'  Skelemaul .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage and the skelemaul makes a Skelemaul Bite \n'b'  Skelemaul Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., target hit by the underfiend\xe2\x80\x99s skelemaul. Cover doesn\xe2\x80\x99t apply against this attack.  Hit : 4 (1d8) piercing damage and a Medium or smaller target creature is grappled by the skelemaul (escape DC 13). The skelemaul releases the grappled creature it if is used to attack a different target. The skelemaul can be attacked and destroyed (AC 15; hp 15; vulnerability to bludgeoning damage; immunity to fire and poison damage). \n'b'  Flesh Facade . The underfiend magically tears free the flesh of a dead Medium or Large humanoid within 5 feet of it and polymorphs itself into the creature. The humanoid must have been dead for less than 1 day, and cannot already have been used for an underfiend\xe2\x80\x99s Flesh Facade ability. The underfiend\xe2\x80\x99s statistics, other than its size, are the same in the new form. Any equipment it is carrying or wearing isn\xe2\x80\x99t transformed. The underfiend reverts to its true form after 10 minutes, or if it dies. \n'b'  Prey-Seeking Teleport (1/day) . The underfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space adjacent to a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' Dried blood cakes the skull-like jaw and chest of this muscular, horned humanoid. Its tongue lolls grotesquely from its mouth. \n'b' With their towering, muscular forms, skeletal mauls, and skull-like faces, underfiends are rarely expected to be subtle or sneaky combatants. Skincloak underfiends are no less vicious than their kin, but they possess the supernatural ability to tear the flesh from their humanoid foes and wear it as a disguise. This ploy rarely works for long, as underfiends do not have a flair for deception and the magical disguise fades quickly, leaving the skincloak underfiend covered in tattered flaps of mundane skin. However, as skincloak underfiends are among the most sturdy and powerful of the underfiends, their flesh facade is frequently enough to get them past guards or front lines, where they can revel in the slaughter of the innocent and unprepared. Experienced in psychological warfare as much as physical warfare, skincloak underfiends earn their name not only for their magical ability, but for their preference for tearing apart their victims to make them unrecognizable to their friends and family.'