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Ichor SlingerCreature 4

Source Pathfinder Book of the Dead
Perception +10 (darkvision)
Languages Common, Necril, Any One Language
Skills Athletics +11, Crafting +13, Deception +13, Performance +11, Stealth +9
Str +3, Dex +1, Con +4, Int +3, Wis +2, Cha +5

AC 20; Fort +12; Reflex +11; Will +10;
HP 65 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Fist One Action +13 (+9, +5) to hit (agile) 2d6+3 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Mystery Ingredients (auditory, aura, occult)

60-foot emanation Aura

Creatures in the aura take a -2 status penalty to checks to Identify Alchemy, Recall Knowledge about alchemical subjects, or examine snake oil effects. When a creature first enters the area, if it hears the ichor slinger talking, it must attempt a secret DC 23 will save against the slinger's Deception DC. On a failure, it treats its next failed check to Identify Alchemy or Recall Knowledge about alchemical subjects in the next 24 hours as though it were a critical failure instead. This is an auditory misfortune effect.

Brew Tomb Juice One Action (manipulate)

Cost 1 batch of infused reagents;

Effect The ichor slinger creates a vial of tomb juice, an alchemical tonic that has the infused trait and becomes inert after 24 hours. Tomb juice has the effects of Snake Oil, and maybe more depending on the results of the ichor slinger's DC 20 crafting check.

Critical Success The slinger chooses one of the following items and adds its effects to the tomb juice: Antidote (Moderate), Antiplague (Moderate), Elixir of Life (Lesser), Giant Scorpion Venom, or Juggernaut Mutagen (Moderate). Poisons created in this way gain an onset of 1 round, gain the ingested trait, and lose any contact, inhaled, or injury traits.

Success As critical success, but the slinger chooses from Antidote (Lesser), Antiplague (Lesser), Elixir of Life (Minor), Graveroot, or Juggernaut Mutagen (Lesser).

Exhume One Action (manipulate)

Requirements The ichor slinger is adjacent to a dead creature that hasn't already been affected by Exhume;

Effect The ichor slinger harvests portions of the corpse to gain 1 dose of infused reagents, or 2 infused reagents if the creature was undead.

Force Feed One Action

Requirements The ichor slinger has a creature Grabbed or Restrained and is holding tomb juice, an alchemical elixir, or an alchemical poison;

Effect The ichor slinger forces the target to consume the alchemical item.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

While the typical snake oil salesperson seeks riches, some medical fraudsters become so enamored with the swindler lifestyle they reanimate to keep living the lie. Known as ichor slingers, these cadaverous alchemists disguise themselves to walk among the living. There they gleefully concoct tonics and peddle cure-alls, charismatically convincing bystanders to overlook questionable ingredients and credentials. Ichor slingers feed on others' attention and trust, caring little for clients' health so long as buyers imbibe the offered medicines. Conversely, rejection infuriates ichor slingers. The undead often stalk, subdue, and administer unwanted medicines to those who snub them. When not selling "panaceas," ichor slingers harvest macabre ingredients to make dubious new medicines.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.