Immortal Ichor
Level 15Attacks
Abilities
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
The immortal ichor doesn't age, nor does it need to eat or breathe. It can die only as a result of violence.
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.
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).
A creature hit by the ichor's pseudopod is Stupefied 2 for 1 day unless it succeeds at a DC 35 will save.
The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30-foot emanation 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).
Description
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.