Iffdahsil CR 21
A conversion of the
Iffdahsil of PF 2 with abilities also from the
mythic shoggoth and the
revisited shoggoth
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. 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.
CE Gargantuan undead (aquatic, mythos)
Init +7;
Senses lifensense 60 ft., low-light vision, scent, see in darkness, tremorsense 60 ft., undeniable perception; Perception +39
Aura annihilation (DC 34, 60 ft.), frightful presence (DC 34, 120 ft.),
unholy aura (DC 28), unnatural aura (300 ft.)
AC 37, touch 14, flat-footed 33 (+4 deflection, +4 Dex, +23 natural, -4 size)
hp 406 (28d8+280) fast healing 20
Fort +30,
Ref +17,
Will +30
Defensive Abilities all-around vision, amorphous, enhanced damage reduction,
freedom of movement,
nondetection, strong constitution, unkillable;
DR 20/—;
Immune blindness, cold, deafness, polymorph, positive energy, undead traits;
Resistance acid 30, electricity 30, fire 30;
SR 32
Offense
Speed 50 ft., climb 30 ft., swim 50 ft.; gravitic agnosticism
Melee 4 pseudopods +34 (4d8+16/19–20 plus grab)
Space 20 ft.;
Reach 20 ft. (30 ft. with pseudopods)
Special Attacks chilling paralysis (DC 34), constrict (4d8+16), consume (6d6+24 bludgeoning damage plus 10d6 negative energy, AC 21, hp 40), deadly blow, reactive strike, tekeli-li, tentacular burst, trample (10d6+16, DC 40 plus grab)
Spell-Like Abilities (CL 20th; concentration +30)
Constant—
air walk, freedom of movement, nondetection, unholy aura (DC 28)
At will—
invisibility, unholy blight (DC 24)
3/day—
blasphemy (DC 27),
greater invisibility, mirage arcana, permanent hallucination (DC 27)
1/day—
overwhelming presence (DC 29)
Str 42,
Dex 19,
Con —,
Int 10,
Wis 26,
Cha 31
Base Atk +21;
CMB +41;
CMD 59 (can’t be tripped)
Feats Combat Reflexes, Cornugon Smash, Greater Vital Strike, Improved Critical (pseudopods), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Iron Will, Nightstalker, Power Attack, Signature Skill (intimidate), Stealthy, Vital Strike, Weapon Focus (pseudopods)
Skills Escape Artist +5, Intimidate +57, Perception +39, Stealth +26 (+40 in dim light or lower condition of light), Survival +36
Languages Aklo, Necril, Undercommon
SQ compression, utter absorption
Aura of Annihilation (Su)
A living creature entering or starting its turn within 60 ft. of the iffdahsil that fails a Fortitude save DC 34 gains 2 negative leves. A creature that dies from this negative levels disintegrates into black sand. The save DC is Charisma-based.
Chilling Paralysis (Su)
A creature striking an iffdahsil with a natural weapon, touch attack, or unarmed strike is paralyzed for 1d3 rounds (DC 34 Fort negates).
Creatures consumed or trampled by an iffdahsil also must save to avoid being paralyzed. This is a cold effect and the save DC is Charisma-based. Creatures immune to cold are unaffected by chilling paralysis; those with resistance to cold gain a +2 circumstance bonus on their save.
Consume (Ex)
This ability functions like swallow whole, save that the iffdahsil may consume a creature as a free action at any time during its turn, not just at the start of its turn. A creature that cuts its way out of a iffdahsil leaves no hole in the protoplasmic creature’s body. Iffdahsil heal hit points equal to half the negative damage dealt.
Deadly Blow (Ex)
If an iffdahsil reduces a creature to fewer than 0 hit points with a pseudopod attack, the creature must make a successful DC 40 Fortitude save or it is instantly slain as the iffdahsil plucks off the victim’s head, crushes its torso, or otherwise destroys the creature’s body. The save DC is Strength-based.
Enhanced Damage Reduction (Ex)
An iffdahsil damage reduction cannot be bypassed by abilities that normally ignore damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge.
Gravitic Agnosticism (Su)
An iffdahsil can use its climb speed to move in any direction, including straight up or sideways through empty air, mounting its heaving bulk upon the unseen angles between existence. It is unaffected by effects that reverse, increase, or otherwise alter the normal effects of gravity.
Immune to Positive Energy (Ex)
An iffdahsil takes no damage from positive energy such as that created but not limited to channel energy, cure spells, It is also immune to effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead feat).
Pseudopods (Ex)
An iffdahsil can attack with up to four pseudopods in a round. As it attacks, it can decide as a free action if the pseudopod inflicts bludgeoning, piercing, or slashing damage.
Reactive Strike (Ex)
Whenever an iffdahsil takes damage from a creature within its reach, it can take an attack of opportunity against that creature after the attack is resolved.
Strong Constitution (Ex)
Unlike most undead, an iffdahsil has a good Fortitude save.
Tekeli-li (Su)
As a free action, once per round, an iffdahsil can give voice to sounds and words sane life was not meant to hear. Each creature in a 60-foot radius must make a successful DC 34 Will save or be confused for 1d8 rounds, during which time the creature suffers a –4 penalty to saves against fear effects. A creature normally immune to fear loses that immunity while affected by tekeli-li. Each round a creature is affected, it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this iffdahsil’s tekeli-li for 24 hours. This is an insanity, mind-affecting, sonic effect. The save DC is Charisma-based.
Tentacular Burst (Ex)
As a full-round action, Iffdahsil make one pseudopods attack against each opponent within reach. It must make a separate attack roll against each opponent. When the Iffdahsil use tentacular burst, it also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. The Iffdahsil is then flat-footed until the start of its next turn.
Undeniable Perception (Ex)
An iffdahsil sees with constant
true seeing, though this effect is not magical and cannot be dispelled. It cannot be blinded, dazzled, or deafened, and its senses are not hindered by wind or weather effects, including natural or magical fog, gas, or mist.
Unkillable (Ex)
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 or less, it is staggered until the start of its next turn. While Iffdahsil is at 0 HP or less, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a
sunburst spell or an augment to 9th
daylight spell) and casting a
miracle or
wish spell (or similar magic) directed at destroying it.
Utter Absorption (Ex)
Creatures reduced to 0 hit points while consumed or grappled by an iffdahsil must succeed on a DC 34 Fortitude save each round their bodies remain inside the iffdahsil or become completely absorbed by the creature, leaving no remains whatsoever. Creatures killed in this fashion can only be returned to life through the use of a
true resurrection,
miracle, or
wish spell. The save DC is Charisma-based.