Iku-Turso
Iku-tursos are hideous denizens of the deep sea. There, they venerate sinister gods of plague and contagion and torment victims plucked from ship and shore in special air-filled torture chambers. Disease is sacred to the iku-tursos, and those who suffer from sickness are considered blessed—an iku-turso often chooses to leave obviously diseased victims to their fates rather than attempt to capture them.
- HP
- 102 (12d8+48)
- AC
- 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural)
- Speed
- 20 ft., swim 60 ft.
- Init
- +7
- Melee
- bite +16 (1d8+7 plus disease), 2 claws +16 (1d6+7)
- BAB
- +9
- CMB
- +16
- CMD
- 30 (can't be tripped)
- Fort
- +8
- Ref
- +9
- Will
- +11
Light Lure — As a standard action, an iku-turso can call forth a few small points of light, functioning like a dancing lights spell (CL equals the iku-turso's HD) except as described here. Creatures within 100 feet of one of these lights must make a DC 19 Will save upon sighting them or be compelled to approach them by the safest and most direct path. A creature that successfully saves is immune to the same iku-turso's light lure for 24 hours. If a subject of this effect has to move through hazardous terrain to reach the lights, that subject receives another saving throw to end the effect before entering the hazardous terrain. This effect ends once the character reaches the light or takes any form of damage. This is a visual mind-affecting charm effect. The save DC is Charisma-based.
<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>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<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>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
Perception +12, Stealth +14, Survival +12, Swim +15
- Type
- Aberration
- Alignment
- NE
- Size
- Medium
- Environment
- cold or temperate water or underground
- Organization
- solitary, pair, or cell (3-8)
- Treasure
- standard
- Senses
- blindsense 30 ft., darkvision 60 ft.; Perception +12
- Languages
- Aklo, Aquan, Undercommon
- Source
- Bestiary 3
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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