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From Pathfinder #164: Hands of the Devil, which isn't enabled.

Dreshkan

CREATURE 4

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 through the dreshkan thereafter, making it jumpy and irritable.

Morlocks view dreshkans as impressive fusions of flesh and technology and gladly fight alongside these creatures, whom they view as paragons of morlock potential.


Although twisting victims into horrid shapes is a well-known pastime of evil drow, other subterranean monsters have stolen these practices or developed them independently. The worm-like seugathis sometimes warp other creatures whose territories abut their lightless lands; the fleshwarps below result from morlocks and urdefhans, respectively.


Perception +11; darkvision
Languages Sakvroth
Skills Acrobatics +11, Athletics +12 (+14 to Climb), Intimidation +10, Stealth +13
Str +4, Dex +5, Con +2, Int -2, Wis +3, Cha +2

AC 20; Fort +10, Ref +13, Will +11; +2 status to all saves vs. bleed, death effects, disease, doomed, fatigued, paralyzed, poison, and sickened
HP 72; Immunities electricity
+2 Status to All Saves vs. Bleed, Death Effects, Disease, Doomed, Fatigued, Paralyzed, Poison, Sickened
Defensive Needle
Trigger A creature critically fails a melee Strike against the dreshkan

Effect The dreshkan makes a needle Strike against that creature.
Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Partially Technological

A dreshkan is partially technological. Vitality healing effects only heal a dreshkan half as much as normal.


Speed 30 feet, climb 30 feet
Melee Claw +13 (agile, finesse, unarmed), Damage 2d6+4 slashing
Ranged Needle +13 (range increment 30 feet), Damage 1d4 piercing plus 2d8 electricity
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 damage plus 2d8 electricity damage. Each targeted creature in the area must attempt a DC 21 basic 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.

Pathfinder #164: Hands of the DevilOGL