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IrlgauntCreature 13


NELargeAberrationEarth
Source Pathfinder Bestiary 2
Perception +24 (darkvision)
Languages Aklo, Common, Jotun, Terran
Skills Acrobatics +25, Athletics +26, Deception +23, Stealth +27, Survival +22
Str +7, Dex +8, Con +5, Int +4, Wis +5, Cha +4

AC 34; Fort +22; Reflex +25; Will +24;
HP 265
Speed 30 feet (climb 30 feet)
Weaknesses Bludgeoning 10

Jaws One Action +26 (+21, +16) to hit 3d8+13 Piercing + 2d6 Acid
Legs One Action +26 (+22, +18) to hit (agile) 3d10+13 Bludgeoning

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Regurgitate Gastrolith Two Actions (acid, evocation, primal)

The irlgaunt violently regurgitates a melonsized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20-foot burst (DC 33 basic reflex save).

The irlgaunt can't Regurgitate Gastroliths for 1d4 rounds.

Stone Step

The irlgaunt ignores difficult terrain composed of rocks and stone.


Primal Innate Spells (DC 31, +21 to hit)

4th Level: Meld into Stone (At will), Shape Stone (At will)
6th Level: Stone Tell


Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. Despite their size, they move with incredible alacrity, bounding across chasms and skittering up sheer mountain cliffs without pause. Though they are formidable in melee, irlgaunts have an even more powerful ranged attack. These creatures can pelt their opponents by forcefully regurgitating gastroliths-melon-sized clusters of rocks enveloped in coagulated digestive enzymes strong enough to break down flesh and bone. Gastroliths are fragile and explode on contact, spraying the area with shards of rock and caustic acid.

While one might easily mistake an irlgaunt for a simple brutish beast, they have a keen intelligence and use devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They have been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use their gastroliths to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs.

For the most part, irlgaunts live solitary lives, likely because finding enough food to sustain a community tends to be difficult. However, they still maintain a sense of extended, regional community, actively gathering when organizing for war or to discuss other issues that affect their species or shared territories. They have been known to occasionally ally with giants, but these truces are usually nebulous.


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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.