Immortal Ichor
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.
- 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
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.
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)
<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>
<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>
<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>
<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>
<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
- 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
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Charm Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Summon Swarm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Undead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Creeping Doom (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Insect Plague (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mind Fog (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Nightmare (Spell)House/Core — covered by the site's Section 15.
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