Fleshdreg

Composed of half-formed body parts, this creature stands on two bizarre legs. Its mouth is full of jagged teeth and a slavering tongue.

CR: 1 XP: 400


NE Small aberration


Init: +1 Senses: darkvision 60 ft., sin-scent Perception: +4


Defense

AC: 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)


hp: 13 (2d8+4)


Fort: +2 Ref: +3 Will: +3


Immune: mind-affecting effects


SR: 12


Offense

Speed: 30 ft.


Melee: bite +3 (1d6+1 plus sinful bite)


Statistics

Str: 12 Dex: 13 Con: 15 Int: 6 Wis: 11 Cha: 12


Base Atk: +1 CMB: +1 CMD: 12


Feats: Lightning Reflexes


Skills: Acrobatics +5, Escape Artist +5, Perception +4, Stealth +9


Languages: Aklo


Ecology

Environment: any ruins


Organization: solitary, pair, or batch (3–8)


Treasure: none


Description

Sinful Bite (Su) Each fleshdreg possesses an additional attack depending on its sin type. The save DCs are Charisma-based. Envy: An envy fleshdreg’s bite attack can temporarily interfere with magic. If an envy fleshdreg deals damage with its bite attack to any creature under a magic effect, the fleshdreg attempts a dispel check as if it were caster level 3rd against the spell effect with the highest caster level.

If the dispel check is successful, the effect is suppressed for 1d4 rounds.

Gluttony: A gluttony fleshdreg’s bite attack can wither and weaken the body of the creature it attacks. Any creature that takes damage from a gluttony fleshdreg’s bite attack must succeed at a DC 12 Fortitude save or become fatigued. Subsequent uses of this ability do not cause a bitten creature to become exhausted.

Greed: A greed fleshdreg’s bite can twist and warp the body of a creature it attacks. Any creature that takes damage from a greed fleshdreg’s bite attack must succeed at a DC 12 Fortitude save or have its speed reduced by half and take a –2 penalty to Strength and Dexterity for 1d6 rounds. Lust: A lust fleshdreg’s bite can addle the mind of the creature it attacks. Any creature that takes damage from a lust fleshdreg’s bite attack must succeed at a DC 12 Will save or become confused for 1 round.

Pride: A pride fleshdreg’s bite floods the senses of the creature it attacks. Any creature that takes damage from a pride fleshdreg’s bite attack must succeed at a DC 12 Will save or be blinded for 1 round and dazzled for the next 1d4 rounds.

Sloth: A sloth fleshdreg’s bite conjures an amber crust that covers the target and restricts the target’s movements. Any creature that takes damage from a sloth fleshdreg’s bite attack must succeed at a DC 12 Reflex save or take a –2 penalty on attack rolls and Reflex saves for 1d4 rounds. Wrath: A wrath fleshdreg’s bite delivers energy damage to creatures it attacks. Any creature that takes damage from a wrath fleshdreg’s bite attack takes an additional 1d4 points of energy damage (fleshdreg’s choice).

Sin-Scent (Su) Fleshdregs have scent against creatures whose nature reflects the fleshdreg’s related sin. For example, a wrathful fleshdreg can scent creatures using rage effects. The GM should adjudicate what creatures a particular fleshdreg can scent.

Fleshdregs are misshapen lumps of tissue, appendages, and biting mouths. These incomplete sinspawn are practically immortal, require little food to sustain their unnatural physiology, and don’t seem to mature past the point of creation. Fleshdregs follow true sinspawn around like pets or curious children. Sinspawn use these weaker creatures as slaves, troops, and hunting companions.

Despite this treatment, fleshdregs still seek out the company of their larger, more advanced cousins.

Fleshdregs vary in appearance from one another depending on factors such as the sins that powered their creation. Wrathful fleshdregs develop a more predatory form than lustful fleshdregs do, and slothful fleshdregs are little more than bloated piles of flesh atop stubby legs. Most fleshdregs stand between 3 and 4 feet tall, and weigh about 60 pounds.

Greed fleshdregs are the tallest of their kind, and sloth fleshdregs the heaviest.

Fleshwarp The most fearsome drow aren’t satisfied with the mere defeat and death of their foes, preferring to defile their enemies in horrific ways. The most gruesome form of transformation assaults their enemies’ very essence through the complicated process of fleshwarping.

Fleshwarping is the practice of altering a creature’s physical form and mental state by way of a grisly mystical and alchemical process. It starts with submerging the subject in a vat filled with a magical and alchemical goo concocted of strange reagents, and infused with a multitude of living insects and other vermin. The goo dissolves and reshapes the flesh and bone of the subject while the vermin eat away at unwanted flesh, making way for the new, alchemically grown flesh to take hold. The process is torturous, and the subject is kept alive and conscious throughout it.

Depending on the base creature being f leshwarped, the heinous process lasts days, weeks, or even months. The entire time, it’s overseen by a f leshwarper—a craftsperson whose perverse curiosity trumps any regard for life or sanity. This f leshwarper pokes and prods at the subject, flaying the skin and committing other atrocious tortures when necessary, manipulating the vermin as needed, and making sure the mix of reagents in the f leshwarping goo is correct at every stage of the occult process. Once the process is complete, the transformed abomination is expected to free itself from the f leshwarping goo; those that fail to do so are summarily slaughtered.

The end result is something both more and less than the base form. Though the process is basically the same for every type of creature the drow experiment on, the results are drastically different. A fleshwarped drow becomes a drider. A fleshwarped elf becomes an irnakurse, and a fleshwarped troglodyte becomes a ghonhatine. Some races seem to resist the process of fleshwarping altogether—dwarves have never been successfully fleshwarped, and most fey are particularly resilient to the process. What is generally true about fleshwarping is that inherently evil creatures that go through the process tend to be more useful to the drow than those who start out good. The most useful of the fleshwarps are those created from other drow. These unfortunate subjects are typically those who fail their house or are born with physical or mental defects. Unlike other fleshwarps, who tend to be sterile or lack the organs or ability to procreate, driders are a race unto themselves and are capable of procreation.

The process of creating a fleshwarp is dangerous to the base creature and expensive for the creator. During the process, the subject is wracked with excruciating  pain, and takes 2d6 points of Constitution damage (Fortitude DC 15 half). The reagents that constitute the goo cost at least 10,000 gp, and the rarer specimens of vermin used to facilitate f leshwarping can cost just as much if bought on the open market.

It’s often said that the drow learned the gruesome art of fleshwarping as a reward for obscene pacts they made with some demon lord, but the identity of the demon lord who bestowed knowledge of the foul process changes with each telling of the tale.

There are other cultures that also understand and use fleshwarping, but they tend to be either ancient or very secretive and xenophobic. Sinspawn (Pathfinder RPG Bestiary 2 246), fleshdregs (see page 100), and the lamia-based hungerer (Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition 410) are just some examples of non-drow fleshwarps.

FLESHWARP BESTIARY Drow fleshwarpers continually experiment to discover new fleshwarps. Here is a list of the most common fleshwarps. Drider (drow): Driders are the first and most numerous of the fleshwarped creatures created by the drow. They are the only fleshwarped creatures known to breed true. See page 113 of Pathfinder RPG Bestiary.

Ghonhatine (troglodytes): These fleshwarps are nearly twice the size of troglodytes and are far more bestial and fearsome. See page 102.

Gomnits (gnomes): Gnomes subjected to this process are transformed into something that resembles a vicious, mushroom-like humanoid.

Grothlut (humans): Fleshwarped humans are transformed into mindless, sluglike things. See page 103.

Gublasks (goblins): Goblins transformed by fleshwarping grow a chitinous skin, and their arms are transformed into whiplike stingers.

Halsora (vegepygmies): Fleshwarped vegepygmies grow stockier and stronger, and their sunken eyes release a stream of acidic black tears. See page 104.

Irnakurse (elves): Drow particularly prize these tentacled treelike horrors created from their hated kin. See page 105. Jashoi (halfling): Fleshwarped halflings become bizarre, doglike quadrupeds which are annoying and difficult to control. As a result, drow rarely fleshwarp halflings. Oronci (orcs): An oronci has the upper body of an orc and the lower body of a centipede, complete with poisonous spittle. See page 36 of Pathfinder Campaign Setting: Inner Sea Bestiary. Urgoci (ogre): An ogre’s hind legs shrink down to vestigial stumps. Its forearms lengthen, and are used to pull the vestigial lower body along. A mass of serpentine tentacles sprouts from its shoulders and upper torso.

Fleshdreg–Fleshwarp Fleshwarp, Ghonhatine Even hunched and creeping upon all fours, this reptilian behemoth towers over its prey, its protruding teeth snapping wildly.

Source: Pathfinder Roleplaying Game Bestiary 4