Library / Bestiary

Ijiraq

CR 9.00 Fey CN Medium
Its head the skull of a caribou, this humanoid has wicked claws, and wears wrappings of ragged fur adorned with scrimshaw talismans.

Wardens of the north, ijiraqs protect the frigid beauty and placidity of their arctic homes against all who would trespass, regardless of race or intentions. They are creatures of icy resolution, merciless and unflinching as the arctic winds, bringing doom to both vicious and innocent interlopers equally. Aloof and mysterious, they prefer not to be seen in their natural form, instead cloaking themselves in the fur and shape of swift elk or caribou. Yet even then they're usually only glimpsed as fleeting shadows. Those who lock gazes with ijiraqs see the world around them begin to swim, seeming unreal to the extent that even a skilled forester might be unable to determine which way is north, and a life-long native of a place might become lost within sight of home.

Few can honestly claim to have ever seen an ijiraq's true face, as the creatures wear skulls taken from impressive specimens of their alternate forms as masks. Ijiraqs typically stand about 5 feet tall—though that height reaches over 6 feet including their impressive horns—and weigh approximately 175 pounds.

STR
16
DEX
15
CON
18
INT
15
WIS
19
CHA
22
HP
105 (14d6+56)
AC
25, touch 13, flat-footed 22 (+2 Dex, +1 dodge, +12 natural)
Speed
30 ft.
Init
+2
Melee
2 claws +10 (2d4+3), bite +10 (2d6+3), gore +10 (2d6+3)
Ranged
javelin +9 (1d6+3)
BAB
+7
CMB
+10
CMD
23
Fort
+8
Ref
+13
Will
+13

Weapons: Simple

Disorienting Gaze — An ijiraq can level an icy stare at a creature within 30 feet. That creature takes a -20 penalty on Perception checks and Survival checks for 24 hours (Fortitude DC 23 negates). The save DC is Charisma-based. An ijiraq can use this ability while in the shape of an elk.

change shape (elk [Pathfinder RPG Bestiary 3 147], beast shape II)

Hide in Plain Sight — An ijiraq can use the Stealth skill even while being observed. As long as it's standing in terrain covered in ice or snow, an ijiraq can hide itself from view in the open without actually hiding behind anything. An ijiraq can't use this ability while flying, and the ability has no effect when the ijiraq isn't in icy terrain.

Acrobatic Steps from Feat

<p class="stat-block-1"> Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).</p>

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> 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.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Nimble Moves from Feat

<p class="stat-block-1"> Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.</p>

Escape Artist +19, Handle Animal +20, Intimidate +20, Knowledge (arcana) +16, Knowledge (nature) +19, Perception +21, Stealth +19, Survival +18

spell-like abilities:
At will—Dimension Door, At will—Fly, At will—Hallucinatory Terrain, 3/day—Baleful Polymorph, 3/day—Control Winds, 3/day—Cure Critical Wounds, 3/day—Ice Storm, 3/day—Sleet Storm, 3/day—Summon Nature's Ally IV
Details
Type
Fey
Alignment
CN
Size
Medium
Environment
cold forests or plains
Organization
solitary
Treasure
standard (mostly valuable scrimshaw carvings)
Senses
low-light vision; Perception +21
Source
Bestiary 4
Sources Used in This Record
16 House/Core
  • Uses feat: Acrobatic Steps (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Nimble Moves (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fly (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hallucinatory Terrain (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Baleful Polymorph (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Winds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Critical Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ice Storm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Sleet Storm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Nature's Ally IV (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.