# Skurchur
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d3 (×2)
> >tentacles: 1d3 (×2)
> >Melee/Ranged: +9/+12
> >Secondary: +4/+7
> >Multiattack: +7/+10
> >M/R_PA: +9/+12
> >2nd/PA: +4/+7
> >MA_PA: +7/+10
> >Itterative: 2
> > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1
> > xDCs:: Str: 15; Dex: 18; Con: 15; Int: 15; Wis: 17; Cha: 17
> > xFeat:: 3/3 (0)
> > xClasSkil:: Bluff, Diplomacy, Disguise, Intimidate, Knowledge (local), Perception, Sense Motive, Spellcraft
> > SaveDiff:: +/- 3
> > xLang:: 0/2 (2)
<div class="grid-container"><div class="MON">Skurchur</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">Dragon #333</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Small Outsider (chaotic, demon, evil)
**Init** +5
**Senses** darkvision 60 ft.; **Perception** +13
#### defense
**AC** 20, 16 touch, 15 flat-footed (+5 Dex, +4 natural, +1 size)
**hp** 42 (6d10+12)
**Fort** +4, **Refl** +10, **Will** +9
**Feint** 23, **Demoralize** 20
**DR** 5/cold iron or magic; **SR** 16
**Immune** electricity, poison; **Resist** acid 10, cold 10, fire 10
#### offense
**Speed** 30 ft.
**Melee** 3 claws +16 (1d8+8/19-20), 8 tentacles +10 (1d8+4 plus 1d6 acid and grab
**Space** 5 ft., **Reach** 5 ft. (15 ft. with tail)
**Special Attacks** touch of vacant beauty
#### statistics
**Str** 15, **Dex** 20, **Con** 14, **Int** 15, **Wis** 19, **Cha** 18
**BAB** +6, **CMB** +7, **CMD** 22, **TA** +9, **RTA** +12
**Feats** [[Combat Reflexes]], [[Improved Initiative]], [[Weapon Finesse]]
**Skills** Bluff +13, Diplomacy +10, Disguise +10, Intimidate +10, Knowledge (local) +8, Perception +13, Sense Motive +13, Spellcraft +8
**Languages**
#### special abilities
### Touch of Vacant Beauty (Su)
One of a skurchurs most insidious abilities is its power to enhance the beauty of any creature it touches, but only by drawing out and consuming the target's willpower and intuition. Skurchur's are fond of using this ability to bribe or pay those they favor. In order to use the touch of vacant beauty, a skurchur must take a full-round action while maintaining physical contact with its victim, who must either be willing or helpless. Each round the contact persists, the victim takes 2d4 points of Wisdom damage and gains a +1 bonus to his Charisma. The skurchur can absorb as much Wisdom as it wants (or is allowed) from its victim, but the maximum bonus it can impart to the victim's Charisma score is equal to the skurchur's own Charisma modifier (usually +4). Wisdom damage persists until healed, hut the Charisma bonus fades in 24 hours.