Immortal Ichor

Level 15
Creature· evilRareMediumLegacy
AC
26
HP
350
Speed
20 ft.
Perception
+20
Fort
+30
Ref
+20
Will
+29
Immunities acid, critical-hits, mental, precision, unconscious, visual
Resistances physical 15
Languages aklo, chthonian, diabolic, sakvroth
Senses motion-sense 60 ft.
Skills arcana +30, religion +29
Other Speeds fly 20 ft.
Recall Knowledge DC 39 (occultism)

Attacks

Melee Pseudopod +27 (unarmed), Damage 3d8+12 bludgeoning

Abilities

Regeneration 15 (Deactivated by Holy)
Immortality

The immortal ichor doesn't age, nor does it need to eat or breathe. It can die only as a result of violence.

Corrupt Ally

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 . 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 t

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◆◆◆

The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30-foot area that has blood takes 4d6 untyped damage (DC 33 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).

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.