Immortal Ichor
Description
An immortal ichor is an intelligent mass of blood from a dead evil deity. Blessed with profane powers and the will to dominate other creatures, these oozes are a threat to all living things. The rare few that exist are banished underground or sealed away in chambers that block their magical abilities. Over time these seals break or erode, allowing a trickle of an ooze's substance to escape and giving it a narrow aperture to exert its power through. Retaining vague memories of the god it was taken from, an immortal ichor uses its minions to find a body to possess, and either sets itself up as a godling or tries to find a way to revive its divine source.
Combat Stats
- Melee
- slam +21 (6d6+7 plus 1d3 Wis drain)
- DR
- 15/-
- Defensive Abilities
- amorphous
Ability Scores
Special Qualities
Corrupt Ally — Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature's Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor's control. If the ichor is killed, these zombies are immediately destroyed.
Feats
Ability Focus (charm person), Combat Casting, Dodge, Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (charm person), Toughness, Weapon Focus (slam)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Fly +3, Intimidate +25, Knowledge (arcana, history, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25
Spells
- Type
- Ooze
- Alignment
- NE
- Size
- Medium
- Environment
- any ruins or underground
- Organization
- solitary or cult (1 plus 3–12 worshipers or juju zombies)
- Treasure
- standard
- Senses
- blindsense 60 ft.; Perception +25
- Languages
- Abyssal, Aklo, Infernal, Undercommon (can't speak any language); telepathy 100 ft.
- Source
- Bestiary 4