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Immortal Ichor

An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster.

Recall Knowledge - Ooze (Occultism): DC 39

Immortal IchorCreature 15

RareNEMediumOoze
Source Pathfinder #149: Against the Scarlet Triad pg. 88
Perception +20; motion sense 60 feet, no vision
Languages Abyssal, Aklo, Infernal, Undercommon; telepathy 100 feet
Skills Ancient History Lore +30, Arcana +30, Religion +29
Str +6, Dex +3, Con +9, Int +7, Wis +6, Cha +6
AC 26, Fort +30, Ref +20, Will +29
HP 350, regeneration 15 (deactivated by good); Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances physical 15
Immortality The immortal ichor doesn’t age, nor does it need to eat or breathe. It can die only as a result of violence.
Speed 20 feet, fly 20 feet
Melee Single ActionSingle Action pseudopod +27, Damage 3d8+12 bludgeoning plus mental erosionDivine Innate Spells DC 37, attack +31; 7th charm (x3), feeblemind, possession, suggestion; 6th crisis of faith, telekinetic haul (at will); 3rd mind reading (at will); 2nd telekinetic maneuver (at will); 1st charm (at will), command (at will); Cantrips (7th) telekinetic projectile
Cleric Domain Spells DC 37, attack +31, 3 Focus Points; 8th cry of destruction, destructive aura
Corrupt Ally (divine, enchantment, mental) A creature that fails to save against an immortal ichor’s charm spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours. The first time each day a creature stupefied by the ichor’s charm fails to save against another casting of the ichor’s charm, the value of the condition increases by 1d4. If the stupefied condition ever equals the creature’s Wisdom score, it becomes controlled by the ichor permanently; if it dies, it rises the next round as a zombie (of the GM’s choice) under the ichor’s control. If the ichor is killed, these zombies are destroyed.Dead Spells An immortal ichor can cast an initial and advanced domain spell of a domain that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the destruction domain).Mental Erosion A creature hit by the ichor’s pseudopod is stupefied 2 for 1 day unless it succeeds at a DC 35 Will save.Resanguinate Three ActionsThree Actions (divine, healing, necromancy) The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also drained 1 (or drained 2 on a critical failure).

Sidebar - Additional Lore Dead Deities

Immortal ichors can arise from practically any evil, dead deity. Cults whose deities have fallen sometimes rededicate themselves to the search for the blood of their former master.