Size/Type: Large Aberration (Psionic)
Hit Dice: 11d8+77 (126 hp)
Speed: 40 ft. (8 squares)
Armor Class: 25 (-1 size, +16 natural), touch 9, ﬂat-footed 25
Base Attack/Grapple: +8/+21
Attack: Slam +16 melee (2d6+9)
Full Attack: 2 slams +16 melee (2d6+9)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Psi-like abilities, steal form
Special Qualities: Damage reduction 5/-, darkvision 60 ft., immunity to electricity and poison, and resistance to acid 10, cold 10, and ﬁre 10
Saves: Fort +10, Ref +3, Will +8
Abilities: Str 28, Dex 10, Con 25, Int 10, Wis 13, Cha 13
Skills: Climb +13, Intimidate +10, Jump +13, Listen +7, Spot +7
Feats: Ability Focus (steal form), Alertness, Improved Grapple, Improved Initiative, Skill Focus (intimidate)
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Twice standard
Alignment: Neutral evil
Level Adjustment: —
Faces seem to scream out from within the form of the towering monstrosity. A sinister look is all the warning you have before it reaches out to grab you. Its very touch seems to envelope your entire being.
A terror among those unlucky enough to be near, the ardjhenmira, or ﬂeshthief, absorbs the form of those nearby, absorbing their abilities and, indeed, their very essence. Standing 11 feet tall and weighing close to 600 pounds, a feshthief’s form is a revolting sight to behold, due to the forms inside that fruitlessly seek escape. The skin is a pale, almost translucent color, while their eyes are pure white.
The ﬂeshthief is able to speak Common and any language known from the forms it has stolen.
Where a doppelganger will mimic a mark and use the confusion generated by two of the same individual to its advantage, the ﬂeshthief ﬁnds targets that appeal to its senses and will forcibly absorb the form of that being, taking on many of its traits and abilities.
Steal Form (Su): The most dreaded attack that a ﬂeshthief can make is when it attempts to steal the form of a ictim. Unlike a doppelganger or illusionist who will simply copy the victim’s form, the ﬂeshthief takes the victims very form into its own, making the victim a part of the creature. If a ﬂeshthief successfully makes both of its slam attacks, it immediately gains a free grapple attempt. If successful, on the following round, it seeks to absorb the target unless the target makes a successful DC 18 Fort save. Absorbed creatures have one minute per character level to be freed from within the ﬂeshthief, after which, they are wholly consumed by the ﬂeshthief and no longer exist as an individual creature.
This attack can only be made against targets of medium size or smaller.
After stealing a creature’s form, the ﬂeshthief gains any extraordinary qualities of the creature. The creature is also treated as Formbound for the ﬂeshthief’s psi-like abilities .