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There is a Legacy version here.

PFS StandardIrnakurse

Irnakurse are believed to be elves who have been subjected to particularly cruel and humiliating fleshwarping practices, though they are so corrupted by their transformation it is nearly impossible to tell. The process of crafting an irnakurse twists the unfortunate elf into a mass of misplaced limbs, loose flesh, and bony protrusions—parts that should be internal are often left on full display to the world. These beings periodically crawl to the surface from the deepest reaches of the Darklands, leading some elven scholars to the gruesome suspicion that these are remnants of the elves who traveled underground in order to escape Earthfall.

Recall Knowledge - Aberration (Occultism): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

IrnakurseCreature 9

Large Aberration 
Source Monster Core pg. 153
Perception +18; darkvision
Languages Chthonian, Elven, Sakvroth; (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, Ref +18, Will +16
HP 152
Speed 15 feet
Melee [one-action] jaws +20 [+15/+10] (reach 10 feet), Damage 2d12+11 piercingMelee [one-action] tentacle +20 [+16/+12] (agile, reach 20 feet), Damage 2d8+11 slashing plus mind lashMind Lash (emotion, mental, occult) A 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, the creature is temporarily immune to mind lash for 24 hours.Soul Scream [two-actions] (auditory, concentrate, emotion, mental, occult) Frequency once per day; Effect The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-aberration 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 without a new save.
Critical Success The creature is unaffected, and it's 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 stupefied 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.

All Monsters in "Fleshwarp"

NameLevel
Dreshkan4
Drider6
Ghonhatine10
Grothlut3
Irnakurse9
Mulventok7

Fleshwarp

Source Monster Core pg. 152
Magical mishaps, divine curses, and untested technology are all capable of wreaking drastic transformations on the body, and are all rampant on the world of Golarion and beyond. Creatures that have undergone changes so drastic they no longer can be considered the same ancestry as they were before are known as fleshwarps. These beings are rare, and their unsettling appearance often provokes horrified responses from other people.

Some creatures revel in the total degradation of their defeated foes through fleshwarping. Though the technique was originally taught to mortals by the demon lord Haagenti, mortals have spent eons modifying and perfecting the method. Fleshcrafters torture their enemies in vats of churning magical reagents, reshaping their flesh and psyche alike into horrid and monstrous things.

Sidebar - Additional Lore Failed Fleshwarps

Not every fleshwarp emerges from its vat capable of survival. Many perish within minutes, as organs fundamental for life simply fail or collapse in on themselves. Fleshwarpers can usually recycle failed fleshwarps back into the mix quickly enough, but now and then, remnants known as fleshdregs are stable enough to live pain-wracked lives of their own. These foul creatures often infest fleshwarper holdings, like rats or other vermin do in less awful locations.

Sidebar - Locations Fleshwarping Centers

Though most people on Golarion will never encounter a fleshwarp, there are places where they are far more common than others. In Nex and the Mana Wastes, fleshwarps can be found in desert communities and in communes in the bowels of cities. Fleshwarps known as “Neathers” live beneath the cities of Mendev, descendants of the first crusaders who suffered from the demonic energy their parents were exposed to.