17 (natural & tailored leather)
68 (8d10 + 24)
walk 30 ft., climb 15 ft.
stealth +4
Fire
darkvision 60 ft.
any three languages
3
+2
Skinweaver's tanning knives overcome slashing damage resistance (though not immunity).
Any humanoid that starts its turn within 30 feet of the skinweaver and can see it must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened until the end of the creature's next turn). Whether a creature succeeds or fails, it cannot be affected by this ability again until it loses sight of the skinweaver (as when the skinweaver moves behind total cover or successfully hides).
The skinweaver makes two tanning knife attacks or one tanning knife and one web whip attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage.
Ranged Weapon Attack: Attack: +4 to hit, reach 25 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is pulled up to 20 feet toward the skinweaver.
Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by leathery webbing. As an action, the restrained target can attempt a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to slashing damage; immunity to bludgeoning, poison, and psychic damage).