Languid Isqulug

Level 10
Creature· aberrationRareMediumLegacy
AC 29
HP 210 (regeneration 10 (deactivated by cold))
Speed 25 ft.
Fort +22
Ref +18
Will +16
Perc +22
Size Medium
Rare
Immunities swarm mind
Resistances fire 10
Weaknesses cold 10
Languages aklo
Senses greater-darkvision, scent 30 ft. (imprecise)
Speeds 25 ft., swim 25 ft.
Skills athletics +22, acrobatics +20, nature +20, survival +20
Recall Knowledge occultism DC 32

Attacks

Melee Tentacle +20/+16/+12(agile, reach 10 ft., unarmed)
Damage: 2d12+9 bludgeoning
Effect: isqulugia

Abilities

Greater Darkvisioninteraction

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Host Scent 30 feetinteraction

An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease.

All-Around Visioninteraction

This monster can see in all directions simultaneously and therefore can't be flanked.

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Regeneration 10 (Deactivated by Cold)defensive

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.

Swarm Minddefensive

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Expel Infestation◆◆offensive

The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 5d10 piercing damage as the swarm feeds on their flesh (DC 28 reflex save). Any creature that takes damage is exposed to isqulugia. The isqulug becomes Stupefied 1 for 1d4 rounds, during which it can't Expel Infestation.

Isqulugiaoffensive(disease, incapacitation, primal, virulent)

Isqulugia's Sickened, Slowed, and Paralyzed conditions can't be removed until this affliction is removed Saving Throw DC 28 fortitude Stage 1 Sickened 1 (1 hour) Stage 2 Fatigued and Sickened 2 (1 day) Stage 3 fatigued and Slowed 1 (1 day) Stage 4 Paralyzed (1 day) Stage 5 the creature dies, and its body violently transforms into a new isqulug. Wish, similar magic, or a 9th-rank Resurrect ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life.

Malleabilityoffensive

The isqulug can Squeeze through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing.

Swamp Strideoffensive

An isqulug ignores difficult terrain that's caused by typical features of swamps.

Description

The isqulug's appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug-its "body" is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the hive of a colony of bees, but fully capable of movement and violence.