Iku-Turso
System: Pathfinder | SRD
Iku-Turso
CR 8
NE
Aberration (aquatic)
Medium
Init +7
;
Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
Defense
AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural)
hp 102 (12d8+48)
Fort +8
Ref +9
Will +11
Immune disease
Weaknesses light blindness
Offense
Speed 20 ft., swim 60 ft.
Melee bite +16 (1d8+7 plus disease), 2 claws +16 (1d6+7)
Special Attacks light lure
CMB +16
CMD 30 (can't be tripped)
Statistics
Str 24,
Dex 16,
Con 19,
Int 7,
Wis 12,
Cha 17
Base Atk +9
Feats Combat Reflexes, Critical Focus, Dodge, Improved Initiative, Iron Will, Lightning Reflexes
Skills Perception +12, Stealth +14, Survival +12, Swim +15
Languages Aklo, Aquan, Undercommon
SQ amphibious
Special Abilities
Disease (Su) An iku-turso's bite inflicts a strange, supernatural disease called tursas. This disease causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso. Bite:
Light Lure (Su) 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.
This grotesque, emerald-scaled creature resembles a crossbreed of an eel, a viperfish, and a clawed humanoid.