Razor of Flensing

Aura moderate necromancy; CL 12th; Slot none; Price 83,400 gp; Weight 3 lbs.


This is a grossly oversized straight razor enchanted with potent magic. The magic of the razor of flensing grants proficiency with the straight razor to anyone who grips it; for all weapon statistics it can be treated as a +2 kukri of wounding.

In the hands of an evil ranger, the razor of flensing’s powers fully awaken. In this case, the razor glows with a seething red light that provides 20 feet of dim light and does +1d6 damage each time it strikes a living creatures that can suffer critical hits. This additional damage is not multiplied by a successful critical hit, though. The razor performs as a bane weapon versus any of the wielder’s favored enemies, increasing its enhancement bonus to +4 and doing an additional 2d6 damage on a hit against such targets; again, this additional damage is not multiplied by a successful critical hit.

The most terrible power of the razor of flensing is its ability to create skin wraiths. Any humanoid creature skinned or slain by a razor of flensing must make a Will save (DC 24) or the body’s lacerated skin suddenly surges into unholy life as a skin wraith, detaching from the carcass if necessary. The wielder of the razor of flensing can command a number of skinwraiths created in this manner equal to his Charisma bonus; any additional skin wraiths created are free-willed but cannot attack or seek to harm the wielder unless they are attacked first.

Razors of flensing are evil magical weapons and detect as such when scrutinized with a detect evil spell or ability.


Feats Craft Magic Arms and Armor; Spells create undead, keen edge, mage’s sword, summon monster I; Cost 41,700 gp.

Section 15: Copyright Notice

Villains: Rebirth. Copyright 2003, Bastion Press, Inc. Author: James Jacobs.

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