Skinhusker (Blade Fiend)

A skinhusker resembles a frightfully gaunt, 9-foot-tall human with red skin. Two slender, white horns protrude from its elongated forehead, and each of its two arms ends in a wicked, 3-foot-long, serrated bone blade. A skinhusker revels in combat and enjoys inflicting pain.

Skinhusker (blade fiend): CR 6; Large outsider; HD 7d8+21; hp 52; Mas 17; Init –1; Spd 30 ft.; Defense 22, touch 8, flat-footed 22 (–1 size, –1 Dex, +14 natural); BAB +7; Grap +16; Atk +11 melee (1d8+7/19–20, bone armblade); Full Atk +11 melee (1d8+5/19–20, 2 bone armblades), or +5 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ improved critical (bone armblade), immune to fire and poison, electricity resistance 20, damage reduction 10/+1, telepathy, darkvision 60 ft.; AL evil, chaos; SV Fort +8, Ref +4, Will +7; AP 0; Rep +0; Str 21, Dex 8, Con 17, Int 13, Wis 14, Cha 14.

Skills: Intimidate +11, Knowledge (any two) +10, Listen +11, Read/Write Abyssal, Read/Write Latin, Search +10, Speak Abyssal, Speak Latin, Spot +11, Survival +11.

Feats: Cleave, Power Attack, Simple Weapons Proficiency.

Improved Critical (Ex): A skinhusker threatens a critical hit on a natural roll of 19 or 20.

Death Explosion (Su): When a skinhusker is reduced to –1 or fewer hit points, it explodes in a ball of flame. All creatures in adjacent squares take 2d6 points of fire damage; a successful Reflex save (DC 12) halves the damage.

Immunities (Ex): A skinhusker is immune to fire and poison

Electricity Resistance 20 (Ex): A skinhusker ignores the first 20 points of damage from any attack that deals electricity damage.