← Bestiary index

Irnakurse

Creature 9 — aberration

SnareAnvilLANDaberration

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

Source: pathfinder-monster-core

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

Mind 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 (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 — 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

FlankerLANDA mobile skirmisher can capitalize on targets stunned by the tentacles while the slow-moving aberration holds its ground.
SniperLANDA ranged striker punishes enemies pinned within reach from outside the aberration's short movement range.
WeaverLANDA caster stacking Will-save debuffs compounds the stun pressure from the tentacle strikes on the same target.

PUNISHES

✖ clumping✖ low Will✖ melee reliance
Pairing with another immobile controller can stall the encounter since neither side closes distance well.
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

Full licenses · Privacy · Terms · Walkthrough

Run Irnakurse in the encounter builder — free, no install.

Open in PathfinderGM →