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DreshkanCreature 4


UncommonNMediumAberrationConstruct
Source Pathfinder #164: Hands of the Devil
Perception +11 (darkvision)
Languages Undercommon
Skills Acrobatics +11, Athletics +12, Intimidation +10, Stealth +13
Str +4, Dex +5, Con +2, Int -2, Wis +3, Cha +2

AC 20; Fort +10; Reflex +13; Will +11; +2 status to all saves vs. bleed, death effects, disease, doomed, fatigued, paralyzed, poison, and sickened
HP 72
Speed 30 feet (climb 30 feet)
Immunities electricity

Claw One Action +13 (+9, +5) to hit (agile, finesse) 2d6+4 Slashing
Needle One Action +13 (+8, +3) to hit (range increment 30) 1d4 Piercing + 2d8 Electricity

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.

+2 Status to All Saves vs. Bleed, Death Effects, Disease, Doomed, Fatigued, Paralyzed, Poison, SickenedDefensive Needle Reaction

Trigger A creature critically fails a melee Strike against the dreshkan


Effect The dreshkan makes a needle Strike against that creature.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Partially Technological

A dreshkan is partially technological. Positive healing effects only heal a dreshkan half as much as normal.

Needle Spray Three Actions

The dreshkan braces itself on all four limbs and sprays needles at as many creatures as it would like in a 30-foot cone, dealing 2d4 piercing damage plus 2d8 electricity damage. Each targeted creature in the area must attempt a DC 21 basic reflex.

Swarming Stance

A dreshkan can share the same space as a morlock or another dreshkan, but no more than two such creatures can occupy the same space. When these creatures share the same space, they gain a +1 circumstance bonus to attack rolls.


Because morlocks are descended from distant human ancestors, clumsily or hastily fleshwarping a morlock simply produces a @UUID[Compendium.pf2e.pathfinder-bestiary.Grothlut]{Grothlut}. Skilled fleshwarpers, however, can tease out a morlock's genetic differences to make an entirely different creature. Creating a dreshkan involves replacing the morlock's bones with a metal skeleton. This new skeleton is often heavily augmented, such as with spiderlike limbs protruding from the spine or magazines of tiny, deadly needles. Arcane electricity courses through the dreshkan thereafter, making it jumpy and irritable.

Morlocks view dreshkans as impressive fusions of flesh and technology and gladly fight alongside these creatures, whom they view as paragons of morlock potential.


Although twisting victims into horrid shapes is a well-known pastime of evil drow, other subterranean monsters have stolen these practices or developed them independently. The worm-like seugathis sometimes warp other creatures whose territories abut their lightless lands; the fleshwarps below result from morlocks and urdefhans, respectively.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.