Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Expel Infestation
The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 basic 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.
Ability
Host Scent
An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease.
Ability
Isqulugia
(disease, incapacitation, primal, transmutation, virulent) Isqulugia's sickened, slowed, and paralyzed conditions can't be removed until this affliction is removed; Saving Throw DC 30 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-level resurrect ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life.
Ability
Malleability
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.
Ability
Primal Innate Spells
DC 30, attack +22; 6th tangling creepers; 5th control water, entangle (at will), hallucinatory terrain, obscuring mist (at will); 4th fly; Cantrips (5th) dancing lights
Ability
Swamp Stride
An isqulug ignores difficult terrain that's caused by typical features of swamps.
Offense
Melee
Circumstance: combat round (melee)
tentacle +22 [+18/+14] (agile, reach 10 feet), Damage 2d12+11 bludgeoning plus isqulugia
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Immunity
swarm mind
Language
Aklo
Perception
greater darkvision
host scent 30 feet
Resistance
fire 10
Weakness
cold 10