🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Afflicted IrnakurseCreature 8


CELargeAberration
Source Pathfinder #164: Hands of the Devil
Perception +18 (darkvision)
Languages Abyssal, Elven, Undercommon, (can't Speak Any Language)
Skills Acrobatics +20, Athletics +20, Stealth +20
Str +5, Dex +5, Con +3, Int -2, Wis +3, Cha +4

AC 28; Fort +20; Reflex +18; Will +16;
HP 152
Speed 15 feet

Jaws One Action +20 (+15, +10) to hit (reach 10) 2d12+11 Piercing
Tentacle One Action +20 (+16, +12) to hit (agile, reach 20) 2d8+11 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Fearful Curse

The irnakurse is permanently Frightened 2, which lowers its effective level by 1.

Mind Lash (emotion, enchantment, mental, occult)

A non-evil creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 will save or be Stunned 2 (or Stunned 4 on a critical failure).

After attempting this save, a creature is temporarily immune to Mind Lash for 24 hours.

Rend One Action

Tentacle


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Soul Scream Two Actions (auditory, concentrate, emotion, enchantment, mental, occult)

Frequency once per day


Effect The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-evil creatures within a 10-foot emanation must attempt a DC 28 will save. The irnakurse can Sustain Soul Scream for up to 6 rounds; each time it does, it repeats the effect.


Critical Success The creature is unaffected, and is temporarily immune to Soul Scream for 24 hours.

Success The creature is Stupefied 1 for 1 round.

Failure The creature is stupefied 1. Further failed saves against Soul Scream increase the condition value by 1, to a maximum of stupefied 4. Each time the character gets a full night's rest, the stupefied condition gained from Soul Scream decreases by 1.

Critical Failure As failure, except the stupefied value increases by 2 instead of by 1.

Storm of Tentacles Two Actions

The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks.


Irnakurse are surface elves who drow have subjected to particularly cruel and humiliating fleshwarping practices, as drow take special delight in the torment of their surface-dwelling kin. The process of crafting an irnakurse involves twisting an unfortunate elf into a deformed mass of misplaced limbs, loose flesh, and bony protrusions-parts that should be internal are often left on full display to the world. Irnakurse are subject to mental conditioning that causes them to hate their prior forms, and these creatures prefer to attack surface elves over all other targets.


Horrid abominations reshaped by vile alchemical magic, the two fleshwarps presented here were created by drow, who transform captured elves or xulgaths into twisted monstrosities that can then be loosed to cause havoc and terror.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.