Afflicted Irnakurse
Creature 8 — aberration
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDaberration
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
Source: abomination-vaults-bestiary (Pre-Remaster)
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
Offense
Melee Jaws (reach-10, unarmed) +20, Damage 2d12+11 piercing
Melee Tentacle (agile, reach-20, unarmed) +20, Damage 2d8+11 slashing plus Mind Lash
Abilities
Attack of Opportunity —
Fearful Curse — The irnakurse is permanently Frightened 2, which lowers its effective level by 1.
Mind Lash (emotion, 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.
After attempting this save, a creature is temporarily immune to Mind Lash for 24 hours.
Rend — 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.
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 (auditory, concentrate, emotion, 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.
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 — 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.
WORKS WELL WITH
SniperLANDReach 20 combined with Attack of Opportunity creates a massive no-go zone that ranged allies exploit safely.
WeaverLANDAdditional area control overlays with the Irnakurse's reach to create overlapping dead zones for the party.
MenderLANDHealing support offsets the Irnakurse's slow speed and permanent Frightened condition by keeping it active longer.
PUNISHES
✖ clumping✖ actions in reach✖ low Will✖ non-evil
Stacking slow anvils leaves the encounter vulnerable to fast skirmishers who exploit the reduced party mobility.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Afflicted Irnakurse in the encounter builder — free, no install.
Open in PathfinderGM →