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Fleshwarp, Irnakurse

CR 9.00 Aberration CE Large HD 10
A mad-eyed mess of deformed limbs, misplaced features, and bone shards pulls itself along amid a cacophony of slapping flesh.

Irnakurse, meaning "perfect ones" in the Elven language, represent the sum outpouring of drow hatred for their surface-world brethren. These brainwashed, rage-filled abominations are the result of elves subjected to fleshwarping—and were the drow to have their way, embodiments of the elven race's future. Each irnakurse suffers long under the knife of the dark elves' most practiced fleshwarpers until its body and mind lie in total ruin. When the weeks of torture and transformation are complete, what was once an elf emerges as a shrieking mockery of its lost grace, a horror of reworked flesh and broken bones, a "perfect" elf to the drow and a sin against life to elvenkind.

Through the blasphemous tortures that create them, irnakurse are made completely mad and become unable to harm drow. All non-drow, however, they view as targets to vent their terror and rage upon. Elves especially provoke irnakurses' ire.

No two irnakurse look exactly the same—drow torturers take profane pride in sculpting their elven victims into unique masterpieces of agony—most stand between 8 and 9 feet tall and weigh upward of 300 pounds.

HP
105 (10d8+60)
AC
23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
Init
+7
Speed
10 ft.
Fort
+9
Ref
+8
Will
+9
BAB
+7
CMB
+15
CMD
28 (32 vs. trip)
Melee
bite +8 14 (1d8+7), 4 tentacles +8 (1d6+3 plus mind lash)
Space
10 ft.
Reach
10 ft. (15 ft. with tentacles)
str
24
+7
dex
17
+3
con
23
+6
int
8
-1
wis
14
+2
cha
18
+4

Soul Scream — Capable of channeling all of its rage and terror into a single, unnatural noise, an irnakurse can unleash a sound of alien horror as a standard action. Any non-evil creature within 30 feet of a screaming irnakurse must succeed at a DC 19 Will save or take 1d4 points of Wisdom drain. Once it begins screaming, an irnakurse can continue as a free action for 6 rounds, but can't scream again for 5 minutes afterward. The save DC is Charisma-based.

rend (2 tentacles 2d6+10; 3 tentacles 3d6+10; 4 tentacles 4d6+10)

Universal Monster Rules

Rend (2 tentacles 2d6+10; 3 tentacles 3d6+10; 4 tentacles 4d6+10) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Special Abilities

Mind Lash (tentacles) from rider
Soul Scream from text
Capable of channeling all of its rage and terror into a single, unnatural noise, an irnakurse can unleash a sound of alien horror as a standard action. Any non-evil creature within 30 feet of a screaming irnakurse must succeed at a DC 19 Will save or take 1d4 points of Wisdom drain. Once it begins screaming, an irnakurse can continue as a free action for 6 rounds, but can't scream again for 5 minutes afterward. The save DC is Charisma-based.

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Deflect Arrows from Feat

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Weapon Focus (tentacle) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Climb +20, Perception +15, Stealth +12

Details
Type
Aberration
Alignment
CE
Size
Large
Environment
any underground
Organization
solitary
Treasure
none
Senses
darkvision 60 ft.; Perception +15
Languages
Elven (can't speak)
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
5 House/Core
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