IrlgauntCreature 13
Source Pathfinder Monster Core 2
Perception +24 (darkvision)
Languages Aklo, Common, Jotun, Petran
Skills Acrobatics +25, Athletics +26, Deception +23, Stealth +27, Survival +22
Str +7, Dex +8, Con +5, Int +4, Wis +5, Cha +4
AC 34; Fort +22; Reflex +25; Will +24;
HP 265
Speed 30 feet (climb 30 feet)
Immunities acid
Weaknesses Bludgeoning 10
Jaws
+26 (+21, +16) to hit 3d8+13 Piercing + 2d6 AcidLegs
+26 (+22, +18) to hit (agile) 3d10+13 BludgeoningAt-Will Spells
The monster can cast its at-will spells any number of times without using up spell slots.
Regurgitate Gastrolith
(acid, primal)The irlgaunt violently regurgitates a melon-sized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6[piercing],7d6 acid damage to creatures in a 20-foot burst (DC 33 reflex save). The irlgaunt can't Regurgitate Gastroliths for 1d4 rounds.
Stone StepThe irlgaunt ignores difficult terrain composed of rocks and stone.
Primal Innate Spells (DC 31, +23 to hit)
3rd Level: One with Stone (At Will)
4th Level: Shape Stone (At Will)
5th Level: Speak with Stones
Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. Despite their size, they move with incredible speed, bounding across chasms and skittering up sheer mountain cliffs in moments. Though they're formidable in melee, irlgaunts have an even more powerful ranged attack. These creatures pelt their opponents with forcefully regurgitated gastroliths—melon-sized clusters of rocks enveloped in coagulated digestive enzymes strong enough to break down flesh and bone. Gastroliths are fragile and explode on contact, spraying the area with shards of rock and caustic acid.
While one might easily mistake an irlgaunt for a simple, brutish beast, they have a keen intelligence and employ devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They've been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use their gastroliths to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs.
For the most part, irlgaunts live solitary lives, likely because finding enough food to sustain more than one tends to be difficult. However, they still maintain a sense of extended, regional community, actively gathering when organizing for war or to discuss other issues that affect their species or shared territories. They have been known to occasionally ally with giants, but these truces tend to be nebulous.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.