Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magical effects
Ability
Aura of Annihilation
(aura, necromancy, occult) 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes doomed 1 and drained 1. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand.
Ability
Constrict
3d10+17 piercing
Ability
Eat Away
A creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt.
Ability
Engulf
DC 43, 10d6 negative, Escape DC 43, Rupture 45
Ability
Occult Innate Spells
DC 42; 9th overwhelming presence; 8th disappearance (at will; self only), hallucination; 7th hallucinatory terrain
Ability
Tentacular Burst
Iffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to Grab any creatures who critically fail their save as a free action. Iffdahsil is then flat-footed until the start of its next turn.
Ability
Unkillable
(necromancy, occult) 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, it is enfeebled 4 and slowed 1 until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level sunburst spell) and casting a miracle or wish spell (or similar magic) directed at destroying it.
Offense
Melee
Circumstance: combat round (melee)
pseudopod +38 [+33/+28] (magical, reach 30 feet), Damage 5d10+21 piercing plus Grab
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
blinded
controlled
critical hits
deafened
death effects
disease
paralyze
poison
precision
sleep
unconscious
Language
Aklo
Necril
Perception
darkvision
lifesense (imprecise) 60 feet
scent (imprecise) 60 feet
tremorsense (imprecise) 60 feet
Resistance
acid 20
cold 20
physical 15 (except magical silver)
sonic 20
Weakness
good 20