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Knucklehead

This creature did not include a description.

Elite | Normal | Weak
Proficiency without Level

Elite KnuckleheadCreature 15

Rare Large Aberration Mindless 
Source Pathfinder #225: Vaultlines pg. 231
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 39 (includes +5 from Rare) • Aberration (Occultism)
Perception +23; no vision or hearing, scent (precise) 120 feet
Skills Acrobatics +28, Athletics +31, Stealth +24, Survival +26
Str +8, Dex +6, Con +7, Int -5, Wis +0, Cha -4
AC 36; Fort +30, Ref +26, Will +23
HP 335; Immunities mental, visual; Resistances sonic 10
Reactive Strike [reaction] Tighten Grip [reaction] Trigger A creature grabbed or restrained by the knucklehead attempts to Escape; Effect The DC of the Escape check is increased by 2 and the creature takes 2d10 bludgeoning damage.
Speed 25 feet, climb 25 feet
Melee [one-action] arm hand +28 [+24/+20] (agile, deadly 3d10, reach 10 feet), Damage 3d10+2+10 bludgeoning plus Improved GrabRanged [one-action] rock +28 [+23/+18] (brutal, range increment 30 feet), Damage 3d6+2+10 bludgeoningAll Fours [one-action] The knucklehead drops to all fours, or stands upright. While on all fours and not prone, the knucklehead’s walking Speed is 50 feet, its Long Jump and High Jump distance is equal to its Speed, and it can’t use its arm hand Strike.Devouring Squeeze [one-action] Requirements The knucklehead has a creature restrained in its head hand; Frequency once per round; Effect The knucklehead squeezes the creature, gnawing hungrily through both armor and flesh. The creature takes 2d10+10 bludgeoning damage, and if the creature is wearing armor with Hardness 14 or lower, the armor is broken. If the creature isn’t wearing armor or if its armor is already broken, the creature instead takes an additional 2d10 piercing damage, and the knucklehead regains Hit Points equal to the amount of piercing damage dealt.Ground Slam [two-actions] The knucklehead slams the ground with an arm hand. The ground in a 10-foot emanation becomes difficult terrain. If the knucklehead has a creature grabbed or restrained in its arm hand, that creature takes 2d10+10 bludgeoning damage. Other creatures in the area take 3d10 bludgeoning damage with a basic DC 32 Reflex save. A creature that fails the save also falls prone.Shattering Punch The knucklehead’s arm hand Strikes ignore an object’s Hardness. If the knucklehead Strikes a stone surface, it breaks off a boulder-sized chunk of stone, which it can use to make rock Strikes.Switch Hands [one-action] Requirements The knucklehead has a creature grabbed or restrained in one of its arm hands; Effect The knucklehead moves the creature to its head hand. The creature is restrained. While the creature is restrained, they can’t breathe or talk. The knucklehead can’t have more than one creature restrained in its head hand.

Sidebar - Additional Lore Failed Experiments

Knuckleheads are the product of an effort to turn prisoners into obedient servants, but it turns out that a brain isn’t an optional luxury when creating the perfect laborer. Driven by hunger and blind instinct, knuckleheads hunted their creators and fellow prisoners alike. Now that they’ve escaped into the Darklands, they prowl pitch-black caverns, attracted by the smell of flesh.

All Monsters in "Fleshwarp"

NameLevel
Dreshkan4
Drider6
Fleshwarp Amalgam8
Ghonhatine10
Grothlut3
Irnakurse9
Knucklehead14
Mulventok7
Shivver12

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.

Sidebar - Additional Lore Fugitives of the Shiv

While some prisons pride themselves on being inescapable, the wardens of the Shiv once routinely released their more “artistically” fleshwarped captives before their sentences were fully served. The wardens believed that the products of their cruel punishments would inspire fear and obedience throughout the Darklands.

Shelyn's Corner

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