IffdahsilCreature 21
Source Pathfinder #155: Lord of the Black Sands
Perception +38 (darkvision, lifesense (imprecise) 60 feet, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet)
Languages Aklo, Necril
Skills Athletics +40, Intimidation +36
Str +11, Dex +9, Con +10, Int +0, Wis +8, Cha +7
AC 43 all-around vision; Fort +39; Reflex +36; Will +35; +1 status to all saves vs. magical effects
HP 380 (fast healing 30, negative healing)
Speed 40 feet (burrow 40 feet, climb 25 feet)
Immunities blinded, controlled, critical hits, deafened, death effects, disease, paralyzed, poison, precision, sleep, unconscious
Weaknesses Good 20
Resistances Acid 20, Cold 20, Physical 15, Sonic 20
Pseudopod +38 (+33, +28) to hit (magical, reach 30) 5d10+21 Piercing
Darkvision
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.
Tremorsense (Imprecise) 60 feetTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Scent (Imprecise) 60 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Lifesense (Imprecise) 60 feetLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
All-Around VisionThis monster can see in all directions simultaneously, and therefore can't be flanked.
+1 Status Bonus to Saves vs. Magical EffectsFast Healing 30A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Negative HealingA 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.
Aura of Annihilation (aura, necromancy, occult)60 feet Aura DC 45 fortitude
A creature entering or starting its turn in the aura that fails at a Fortitude save becomes Doomed 1 and Drained 1. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand.
Unkillable (necromancy, occult)Unlike most undead, Iffdahsil isn't destroyed at 0 HP. Iffdahsil's Fast Healing continues to function normally, though on any round it begins its turn at 0 HP, it is Enfeebled 4 and Slowed 1 until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level Sunburst spell) and casting a Miracle or Wish spell (or similar magic) directed at destroying it.
Constrict3d10+17 piercing, DC 41 basic fortitude
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Eat AwayA creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt.
EngulfDC 43 reflex, 10d6 negative, Escape DC 43, Rupture 45
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Tentacular BurstIffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic reflex save) and can also attempt to Grab any creatures who critically fail their save as a free action. Iffdahsil is then Flat-Footed until the start of its next turn.
GrabRequirements 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.
Occult Innate Spells (DC 42, +34 to hit)
4th Level: Hallucinatory Terrain
5th Level: Hallucination
8th Level: Disappearance (At Will) (Self Only)
9th Level: Overwhelming Presence
The slithering horror known as Iffdahsil is an undead shoggoth that has haunted the vault of the Black Desert for millennia. Drow legends in particular tend to feature Iffdahsil, terrifying the elves from a young age.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.