LotFP Monster: The Seamster

The Seamster

The world is imperfect. It is unmolded clay crying out for a sculptor. Within every pebble is a statue, within every pen is a poem, and within every group of people is a single perfect person waiting to be born.

The Seamster is a gangly creature. Human shaped, but not quite correctly so. It would be difficult to put a finger on precisely what makes the Seamster look wrong, but anyone who sees it knows that it is. It wears simple clothing that hangs loosly over its slight frame. The pockets of its leather jerkin are filled with threads and needles and other useful odds and ends.

Armor 15, Move 160′ (40′), Hit Dice 6 + 2, 32hp, Sew Attack (No Damage), Morale 8

  • On a successful attack roll, the Seamster has successfully sewn a few stitches into its target. The process is quick and painless, dealing no damage. The thread remains in place until the Seamster chooses to use an attack action to yank it out.
  • When the Seamster manages to get his stitches into you, roll 2d4 to determine the location of the stitch. This also determines the resulting consequence when the Seamster eventually yanks his thread out.
    2. Heart. Yank deals 2d12 damage.
    3. Eyelids. Blind until yanked out. Yank deals 1d8 damage.
    4. Arms. Yank deals 1d6 damage, and forces the victim to make an unmodified attack against a nearby ally, or against themselves.
    5. A shallow stitch on surface skin. 1d6 damage.
    6. Legs. Yank deals 1d6 damage, and the victim stumbles 20′ in the Seamster’s desired direction.
    7. Guts. Yank deals 2d6 damage, and 1d4 Constitution damage.
    8. Genitals. Yank deals 2d6 damage, pluse 2d4 Charisma damage.
  • The thread the Seamster uses is both very fine, and very strong. Every time you think you’ve found it, it slips through your fingers and it takes long moments to find again. Cutting the thread, or following it to the Seamster’s location, is impossible in a combat situation. It may be possible if slower, more deliberate action is an option.
  • As an attack action, the Seamster may attempt to vanish from sight. Any character who was specifically focusing on the Seamster may save versus magic. If anyone succeeds on their save, the Seamster’s vanishing attempt fails. If the save is universally failed, then the Seamster is functionally invisible until it attacks again. There is no limit on how many times the Seamster may attempt this.
  • When determining who is “specifically focusing on the Seamster” for the purposes of making a save against his vanishing ability, be strict. The save is not granted to anyone merely observing the combat, or who is focused on casting spells (in magic, the target is always something of an afterthought).In game terms, only characters whose last action was physically attacking the Seamster should be given a save. (Though, use your discretion in adjudicating edge cases).
  • In a hidden tome of ancient lore, it might be discovered that The Seamster has a weakness. It finds it difficult to attack anyone wearing a thimble. Wearing one of these grants +2 AC against attacks from The Seamster.

If you were ever to engage the Seamster in conversation–unlikely, given its murderous proclivities, but not impossible–it would likely bring the conversation around to its favorite little paradox:

It wonders, first, whether all things must be created by some other thing that came before it. Since this is obviously correct, it wonders where this chain of creation began. What first thing existed, with nothing prior to have created it. This, it posits, must be God. And since nothing other than God can create itself, the Seamster concludes that it must, itself, be God.

The exact details of how the Seamster came to create itself is not a thing it is willing to discuss. It may humor a guess or two, but will quickly demand that any questioning about its origins cease. The seamster sewed itself into existence, that is all anyone needs to know. To speak of the details would be vulgar in the extreme.

Regardless of whether the Seamster strikes at you from the shadows or engages you in an unlikely chat, its end goal is always the same: to find the masterpiece of human life that is hidden within a group of people. Once it has disabled or killed everyone in a group, it will begin its work: picking and choosing the best bits from this body or that. Shaving away all of the excess, leaving only the refined essence of a person. Tucking in a little here, padding out a little there. The Seamster’s masterful stitching will be invisible on the finished product.

When it is done, an entirely new character will exist, taking the best parts of every other character from the slain group. Its Strength will be the highest of their strengths, its Con the highest of their Cons, and so on. The new character’s maximum hit points will be equal to the highest max HP from the slain group. It will have all of their best skills, their best attack bonus, and all of their spellcasting ability. In short, this new character will be MinMax’d to fuck. And all of the players whose PCs were used for parts get to have a roll-off to determine which one of them gets to control this new character. Everybody else has to re-roll.

If The Seamster is somehow killed, then whomever dealt the killing blow is cursed. They must save versus Magic or all of the stitching on their person instantly becomes undone. Their clothing and armor fall to pieces, leaving them naked. Their backpack bursts open, spillings its contents everywhere. The effect is instantaneous, and will not repeat itself if the character acquires new stitched items.

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