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IsqulugCreature 11


UncommonNEMediumAberrationAmphibious
Source Pathfinder Bestiary 2
Perception +24 (greater darkvision, host scent 30 feet)
Languages Aklo
Skills Acrobatics +22, Athletics +24, Nature +22, Survival +22
Str +7, Dex +5, Con +7, Int +3, Wis +7, Cha +5

AC 31 all-around vision; Fort +24; Reflex +20; Will +18;
HP 230 (regeneration 10)
Speed 25 feet (swim 25 feet)
Immunities swarm mind
Weaknesses Cold 10
Resistances Fire 10

Tentacle One Action +22 (+18, +14) to hit (agile, reach 10) 2d12+11 Bludgeoning

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Host Scent

An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

At-Will Spells

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

Regeneration

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.

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Expel Infestation Two Actions

The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 basic reflex save). Any creature that takes damage is exposed to isqulugia.

The isqulug becomes Stupefied 1 for 1d4 rounds, during which it can't Expel Infestation.

Isqulugia (disease, incapacitation, primal, transmutation, virulent)

Isqulugia's Sickened, Slowed, and Paralyzed conditions can't be removed until this affliction is removed

Saving Throw DC 30 fortitude

Stage 1 Sickened 1 (1 hour)

Stage 2 Fatigued and Sickened 2 (1 day)

Stage 3 fatigued and Slowed 1 (1 day)

Stage 4 paralyzed (1 day)

Stage 5 the creature dies, and its body violently transforms into a new isqulug. Wish, similar magic, or a 9th-level Resurrect ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life.

Malleability

The isqulug can Squeeze through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing.

Swamp Stride

An isqulug ignores difficult terrain that's caused by typical features of swamps.


Primal Innate Spells (DC 30, +22 to hit)

Cantrips (6th Level): Dancing Lights
4th Level: Fly
5th Level: Control Water, Entangle (At will), Hallucinatory Terrain, Obscuring Mist (At will)
6th Level: Tangling Creepers


The isqulug's appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug-its "body" is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the hive of a colony of bees, but fully capable of movement and violence.


Traits

Uncommon

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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.