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Iffdahsil

The slithering horror known as Iffdahsil is an undead shoggoth that has haunted the vault of the Black Desert for millennia. Drow legends in particular tend to feature Iffdahsil, terrifying the elves from a young age.

Recall Knowledge - Aberration (Occultism): DC 52
Recall Knowledge - Undead (Religion): DC 52

IffdahsilCreature 21

UniqueCEGargantuanAberrationUndead
Source Pathfinder #155: Lord of the Black Sands pg. 81
Perception +38; darkvision, lifesense (imprecise) 60 feet, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet
Languages Aklo, Necril
Skills Athletics +40, Intimidation +36
Str +11, Dex +9, Con +10, Int +0, Wis +8, Cha +7
AC 43 all-around vision; Fort +39, Ref +36, Will +35; +1 status to all saves vs. magical effects
HP 380 (fast healing 30, negative healing); Immunities blinded, controlled, critical hits, deafened, death effects, disease, paralyze, poison, precision, sleep, unconscious; Resistances acid 20, cold 20, physical 15 (except magical silver), sonic 20; Weaknesses good 20
Aura of Annihilation (aura, necromancy, occult) 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes doomed 1 and drained 1. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand.
Unkillable (necromancy, occult) Unlike most undead, Iffdahsil isn't destroyed at 0 HP. Iffdahsil's fast healing continues to function normally, though on any round it begins its turn at 0 HP, it is enfeebled 4 and slowed 1 until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level sunburst spell) and casting a miracle or wish spell (or similar magic) directed at destroying it.
Speed 40 feet, burrow 40 feet, climb 25 feet
Melee Single ActionSingle Action pseudopod +38 [+33/+28] (magical, reach 30 feet), Damage 5d10+21 piercing plus GrabOccult Innate Spells DC 42; 9th overwhelming presence; 8th disappearance (at will; self only), hallucination; 7th hallucinatory terrain
Constrict Single ActionSingle Action 3d10+17 piercingEat Away A creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt.Engulf Two ActionsTwo Actions DC 43, 10d6 negative, Escape DC 43, Rupture 45Tentacular Burst Two ActionsTwo Actions Iffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to Grab any creatures who critically fail their save as a free action. Iffdahsil is then flat-footed until the start of its next turn.

Sidebar - Additional Lore Mysterious Origins

Iffdahsil's path to undeath is unknown. Many believe Iffdahsil can consume and incorporate the souls and minds of its victims, which might explain its spellcasting powers and relatively advanced intellect, though this also gives rise to more unanswerable questions about its horrific nature and unknowable goals.