Dreshkan

Level 4
Creature· aberrationUncommonMediumLegacy
AC 20
HP 72
Speed 30 ft.
Fort +10
Ref +13
Will +11
Perc +11
Size Medium
Uncommon
Immunities electricity
Languages sakvroth
Senses darkvision
Speeds 30 ft., climb 30 ft.
Skills stealth +13, athletics +12, acrobatics +11, intimidation +10
Recall Knowledge arcana or occultism DC 21

Attacks

Melee Claw +13/+9/+5(agile, finesse, unarmed)
Damage: 2d6+4 slashing
Ranged Needle +13/+8/+3 (range 30 ft.)
Damage: 1d4 piercing + 2d8 electricity

Abilities

+2 Status to All Saves vs. Bleed, Death Effects, Disease, Doomed, Fatigued, Paralyzed, Poison, Sickeneddefensive
Defensive Needledefensive

Trigger A creature critically fails a melee Strike against the dreshkan Effect The dreshkan makes a needle Strike against that creature.

Light Blindnessdefensive

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 Technologicaldefensive

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

Needle Spray◆◆◆offensive

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 reflex.

Swarming Stanceoffensive

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.

Description

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.