AMREN.jpg

Am-Ren
With a hairless hide that resembles the cracked red stone of the desert this well–muscled creature, appears to be starving to death. Its eyes are pits of darkness into which light disappears, and the flesh of its face so withered and emaciated that the skin is torn around the eyes and mouth, leaving open wounds that glisten with blood and expose rows of gnashing teeth.

Am-Ren (CR 3; XP 800)
CE Medium outsider (chaotic, evil, native)
Init +7; Senses blindsense 60 ft., darkvision 60 ft.; Perception +3
Defense
AC 17, touch 14, flat-footed 13
(+3 Dex, +1 dodge, +3 natural)
hp 27 (6d10-6)
Fort +1, Ref +8, Will +8
Defensive Abilities uncanny dodge
Offense
Speed 40 ft.
Melee 2 claws +8 (1d4+2 plus 1d6 fire), bite +8 (1d6+2)
Special Attacks name eating (W-DC 14), name theft (W-DC 14)
Statistics
Str 14, Dex 17, Con 8, Int 12, Wis 16, Cha 12
Base Atk +6; CMB +8; CMD 22
Feats Combat Reflexes, Dodge, Improved Initiative
Skills Acrobatics +12 (+16 jumping), Knowledge (local) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +12, Sense Motive +12, Stealth +12
Languages Common, Infernal
Ecology
Environment desert
Organization solitary
Treasure standard
Special Abilities
Name Eating (Su) As a full round action that draws attacks of opportunity, the am-ren can attempt to devour the name of a confused opponent whose name it has stolen in the past 6 rounds. A character whose name is devoured immediately gains 2 negative levels and must make an additional DC 14 Will save or the confusion remains until cured. The character can make a save each day at dawn to shake of the confusion or only a heal, remove curse, or break enchantment spell can cleanse the character’s soul of the chaos and restore the character to sanity. The character cannot recognize her name while confused. The save DCs is Charisma based.
Name Theft (Su) An am-ren may steal the name of an opponent it can see as a standard action. If the opponent fails a DC 14 Will save, the creature temporarily loses its sense of identity and is confused for 6 rounds. The am-ren must know the opponent’s name, perhaps by hearing it spoken, reading a written record, or some other means. The save DC is Charisma based.

Am–ren are the demonic eaters of names, unholy creatures that dwell in tombs, necropoli, and other desolate places. Am-ren will often invoke their name in combat whenever they take action. They have found that humanoids will often be offended by this braggadocio and attempt to mock the creature by using their own names in a similar fashion. Once the am-ren hears the name of their opponents he will attempt to steal and devour it. After feeding an am-ren will typically retreat from the battlefield to digest it meal.

On Porphyra
During the NewGod Wars, the followers of Vortain summoned the am-ren to the Material plane and sent their against zendiqi forces within the sand-sea of Ghadab. Many zendiqi clerics of the Elemental Lords fell to the cruel name theft of the am-ren for they had never seen truenames captured and devored in such a manner before. During the final days of the war, the zendiqi found a way to bind the am-ren to the Material plane so that they could never return home again.