Fleshwarp, Irnakurse
System: Pathfinder | SRD
Fleshwarp, Irnakurse
CR 9
CE
Aberration
Large
Init +7
;
Senses darkvision 60 ft.; Perception +15
Defense
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 105 (10d8+60)
Fort +9
Ref +8
Will +9
Offense
Speed 10 ft.
Melee bite +8 14 (1d8+7), 4 tentacles +8 (1d6+3 plus mind lash)
Space 10 ft.
;
Reach 10 ft. (15 ft. with tentacles)
Special Attacks soul scream, rend (2 tentacles 2d6+10; 3 tentacles 3d6+10; 4 tentacles 4d6+10)
CMB +15
CMD 28 (32 vs. trip)
Statistics
Str 24,
Dex 17,
Con 23,
Int 8,
Wis 14,
Cha 18
Base Atk +7
Feats Combat Reflexes, Deflect Arrows, Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)
Skills Climb +20, Perception +15, Stealth +12
Languages Elven (can't speak)
Special Abilities
Mind Lash (Su) Those struck by an irnakurse are overwhelmed with dark emotions and corrupted images of a ruined life. Any non-evil creature hit by an irnakurse's tentacle must succeed at a DC 19 Will save or be stunned for 1 round. A creature that successfully saves can't be affected by the same irnakurse's mind lash for 24 hours. The save DC is Charisma-based.
Soul Scream (Su) 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.
A mad-eyed mess of deformed limbs, misplaced features, and bone shards pulls itself along amid a cacophony of slapping flesh.