# Unraveler >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d6 (×2) > >Melee/Ranged: +9/+8 > >Secondary: +4/+3 > >Multiattack: +7/+6 > >M/R_PA: +9/+8 > >2nd/PA: +4/+3 > >MA_PA: +7/+6 > >Itterative: 2 > > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1 > > xDCs:: Str: 16; Dex: 15; Con: 17; Int: 14; Wis: 14; Cha: 19 > > xFeat:: 3/4 (1) > > xClasSkil:: Acrobatics, Climb, Escape Artist, Perception, Sense Motive, Stealth > > SaveDiff:: +/- 4 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Unraveler</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Planar Handbook</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LN Large Outsider (incorporeal, lawful) **Init** +5 **Senses** darkvision 60 ft.; **Perception** +11 #### defense **AC** 15, 15 touch, 14 flat-footed (+5 deflection, +1 Dex, –1 size) **hp** 72 (8d10+32) **Fort** +5, **Refl** +9, **Will** +6 **Feint** 21, **Demoralize** 18 **Defensive Abilities** planar adaptation **SR** 20 #### offense **Speed** 20 ft. **Melee** 2 claws +10 touch (1d3+2 plus disjoin) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** disjoin #### statistics **Str** 14, **Dex** 13, **Con** 16, **Int** 10, **Wis** 10, **Cha** 20 **BAB** +8, **CMB** +11, **CMD** 27, **TA** +9, **RTA** +8 **Feats** [[Improved Initiative]], [[Lightning Reflexes]], [[Toughness]] **Skills** Acrobatics +9 (-4 when jumping), Climb +10, Escape Artist +9, Perception +11, Sense Motive +11, Stealth +10 **Languages** #### special abilities ### Disjoin (Su) A blow from a unraveler against a creature can cause the target to begin to separate into its component elements. A creature must succeed on a DC 15 Fortitude save or immediately take 2d8 points of damage. Unless a creature manages to control the effect (see below), it unravels over the course of 2d4 rounds, until it has decomposed into a few pounds of minerals and a pool of liquid. The save DC is Constitution-based. An affected character feels searing pain coursing along his nerves, so strong that the victim cannot act coherently. The victim cannot cast spells, manifest psionic powers, or use magic items, and he attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round the victim spends decomposing, he takes an additional 2d8 points of damage. When 2d4 rounds of decomposition have passed, the victim completely separates into component elements (and is, of course, dead). A victim can try to hold together by attempting a DC 15 Charisma check (this check DC does not vary for unravelers with different Hit Dice or ability scores). A success halts the decomposition for 24 hours. On a failure, the victim can still repeat this check each round until successful. Disjoining is not a disease or a curse and so is hard to remove. A shapechange spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction.