Library / Bestiary

Immortal Ichor

CR 17.00 Ooze NE Medium
This strange—almost beautiful—purple ooze thrums with powerful energy and glows with an eerie light.

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.

STR
20
DEX
17
CON
26
INT
21
WIS
20
CHA
21
HP
270 (20d8+180); regeneration 10 (good spells, good weapons)
AC
42, touch 42, flat-footed 38 (+3 Dex, +1 dodge, +28 profane)
Speed
20 ft., fly 20 ft. (average)
Init
+7
Melee
slam +21 (6d6+7 plus 1d3 Wis drain)
BAB
+15
CMB
+20 (+24 grapple)
CMD
34 (can't be tripped)
Fort
+16
Ref
+9
Will
+11
DR
15/-
Defensive Abilities
amorphous

compression

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.

no breath

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)

Combat Casting from Feat

<p class="stat-block-1"> 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.</p>

Dodge from Feat

<p class="stat-block-1"> 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.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

<p class="stat-block-1"> 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.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Toughness from Feat

<p class="stat-block-1"> 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).</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Fly +3, Intimidate +25, Knowledge (arcana, history, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25

spell-like abilities:
At will—Charm Person, At will—Detect Thoughts, At will—Summon Swarm, At will—Telekinesis, 3/day—Charm Monster, 3/day—Charm Person, 3/day—Control Undead, 3/day—Creeping Doom, 3/day—Insect Plague, 3/day—Mind Fog, 3/day—Nightmare
Details
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
Sources Used in This Record
18 House/Core
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Thoughts (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Swarm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Telekinesis (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Undead (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Creeping Doom (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Insect Plague (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mind Fog (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Nightmare (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.