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Dreshkan

Creature 4 (uncommon) — aberration, construct

Pre-Remaster content. May include legacy alignment.

Because morlocks are descended from distant human ancestors, clumsily or hastily fleshwarping a morlock simply produces a 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 th

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +11
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 Ref +13 Will +11
HP 72
Immunities electricity
Speed 30 feet, climb 30 feet

Offense

Melee Claw +13, Damage 2d6+4 slashing
Ranged Needle +13, Damage 1d4 piercing plus 2d8 electricity

Abilities

+2 Status to All Saves vs. Bleed, Death Effects, Disease, Doomed, Fatigued, Paralyzed, Poison, Sickened
Defensive Needle
Light Blindness — Light Blindness
Partially Technological — A dreshkan is partially technological. Vitality healing effects only heal a dreshkan half as much as normal.
Needle Spray — 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 plus 2d8 electricity{2d4 piercing damage plus 2d8 electricity damage}. Each targeted creature in the area must attempt a DC 21 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.

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