Library / Bestiary

Irminsul

CR 17.00 Plant CN Gargantuan HD 14
A split in the trunk of this strange tree reveals a swirling magical portal to an unknown destination.

According to legend, primordial gods seeded the multiverse with the irminsuls, powerful and intelligent tree-like beings that bind all their worlds together by their roots. At one time, these beings were plentiful, and prized for their knowledge and mystic properties. But powerful creatures hacked them to the ground because they believed irminsuls' wood had special qualities or sought to protect themselves from whatever lay beyond the strange portals.

Every irminsul is bound to a specific plane. The bound plane determines the creature's alignment, the nature of its regeneration, and the languages it knows. Sometimes irminsuls have special abilities based on the planes they are linked to. The sample irminsul is bound to the primal land of fey.

HP
301 (14d8+238); regeneration 10 (cold iron)
AC
33, touch 4, flat-footed 33 (–2 Dex, +29 natural, –4 size)
Init
–2
Speed
10 ft.
Fort
+22
Ref
+2
Will
+15
BAB
+10
CMB
+22
CMD
30 (can't be tripped)
Melee
4 slams +14 (5d6+12)
Space
20 ft.
Reach
20 ft.
DR
10/epic
SR
25
str
27
+8
dex
6
-2
con
32
+11
int
23
+6
wis
28
+9
cha
23
+6

mythic power (7/day, surge +1d10)

Planar Portal — Within the split of an irminsul's trunk swirls a large planar portal, a permanent gate that links one plane to another. An irminsul controls whether or not specific creatures can pass through its portal, which grants entrance to a specific location on the linked plane. Those attempting to breach a barred portal must succeed at a DC 26 Fortitude save or be ejected and teleported to a random location on the current plane. If the trespasser successfully saves, it takes 6d6 points of damage and is sickened for 1 minute. The DC for this save is Wisdom-based. Mythic characters can expend uses of mythic power to forcefully pass through the gate, lowering the DC of the saving throw by 5 for each use of mythic power expended in this fashion.

Special Abilities

Mythic Power (7/day, surge +1d10) from text
Planar Portal from text
Within the split of an irminsul's trunk swirls a large planar portal, a permanent gate that links one plane to another. An irminsul controls whether or not specific creatures can pass through its portal, which grants entrance to a specific location on the linked plane. Those attempting to breach a barred portal must succeed at a DC 26 Fortitude save or be ejected and teleported to a random location on the current plane. If the trespasser successfully saves, it takes 6d6 points of damage and is sickened for 1 minute. The DC for this save is Wisdom-based. Mythic characters can expend uses of mythic power to forcefully pass through the gate, lowering the DC of the saving throw by 5 for each use of mythic power expended in this fashion.

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Alertness, Mythic from Feat

The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, you can expend one use of mythic power to treat a Perception or Sense Motive check as if you had rolled a natural 20. You must decide to use this ability before making the roll.

Combat Casting from Feat

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.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Empower Spell-Like Ability (telekinesis) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by half (+50%). Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.

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) – 2. For a summary, see the table in the description of the Quicken Spell-Like Ability.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Iron Will, Mythic from Feat

Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

Quicken Spell-Like Ability (telekinesis) from Feat

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.

Toughness from Feat

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).

Calculated: +3 Hp Bonus
Toughness, Mythic from Feat

Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.

Bluff +12, Diplomacy +14, Intimidate +18, Knowledge (arcana, history) +9, Knowledge (nature) +14, Knowledge (planes) +18, Knowledge (religion) +16, Perception +32, Sense Motive +29, Spellcraft +20, Survival +17

spell-like abilities:
Constant—See Alignment, At will—Telekinesis (DC 21)
Details
Type
Plant
Alignment
CN
Size
Gargantuan
Environment
any
Organization
solitary
Treasure
incidental
Senses
blindsight 120 ft., tremorsense 100 ft.; Perception +32
Languages
Common, Druidic, Elven, Sylvan (can't speak any language); telepathy 100 ft.
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
11 House/Core 2 Recognized publisher
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