Library / Bestiary

Iku-Turso

CR 8.00 Aberration NE Medium
This grotesque, emerald-scaled creature resembles a crossbreed of an eel, a viperfish, and a clawed humanoid.

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.

STR
24
DEX
16
CON
19
INT
7
WIS
12
CHA
17
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.

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>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</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>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

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

Lightning Reflexes from Feat

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

Perception +12, Stealth +14, Survival +12, Swim +15

Details
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
Sources Used in This Record
6 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (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: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    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.