🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Immortal IchorCreature 15


RareNEMediumOoze
Source Pathfinder #149: Against the Scarlet Triad
Perception +20 (motion sense 60 feet, no vision)
Languages Abyssal, Aklo, Infernal, Undercommon, Telepathy 100 Feet
Skills Lore +30, Arcana +30, Religion +29
Str +6, Dex +3, Con +9, Int +7, Wis +6, Cha +6

AC 26; Fort +30; Reflex +20; Will +29;
HP 350 (regeneration 15)
Speed 20 feet (fly 20 feet)
Immunities acid, critical hits, mental, precision, unconscious, visual
Resistances Physical 15

Pseudopod One Action +27 (+22, +17) to hit 3d8+12 Bludgeoning

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Regeneration 15 (Deactivated by Good)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Immortality

The immortal ichor doesn't age, nor does it need to eat or breathe. It can die only as a result of violence.

Corrupt Ally (divine, enchantment, mental)

A creature that fails to save against an immortal ichor's charm spell becomes Stupefied 1. The stupefied value reduces by 1 every 24 hours. The first time each day a creature stupefied by the ichor's charm fails to save against another casting of the ichor's charm, the value of the condition increases by 1d4. If the stupefied condition ever equals the creature's Wisdom score, it becomes controlled by the ichor permanently; if it dies, it rises the next round as a zombie (of the GM's choice) under the ichor's control. If the ichor is killed, these zombies are destroyed.

Dead Spells

An immortal ichor can cast an initial and advanced domain spell of a domain that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the destruction domain).

Mental Erosion

A creature hit by the ichor's pseudopod is Stupefied 2 for 1 day unless it succeeds at a DC 35 will save.

Resanguinate Three Actions (divine, healing, necromancy)

The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also Drained 1 (or Drained 2 on a critical failure).


Divine Innate Spells (DC 37, +31 to hit)

1st Level: Charm (At Will), Command (At Will)
2nd Level: Telekinetic Maneuver (At Will)
3rd Level: Mind Reading (At Will)
6th Level: Crisis of Faith, Telekinetic Haul (At Will)
7th Level: Charm, Feeblemind, Possession, Suggestion

Cleric Domain Spells (DC 37, +31 to hit)

1st Level: Cry of Destruction
4th Level: Destructive Aura


An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.