Ichor Slinger
Creature 4 (uncommon) — undead, unholy
Pre-Remaster content. May include legacy alignment.
While the typical snake oil salesperson seeks riches, some medical fraudsters become so enamored with the swindler lifestyle they reanimate to keep living the lie. Known as ichor slingers, these cadaverous alchemists disguise themselves to walk among the living. There they gleefully concoct tonics and peddle cure-alls, charismatically convincing bystanders to overlook questionable ingredients and credentials. Ichor slingers feed on others' attention and trust, caring little for clients' health s
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +10
Skills athletics +11, crafting +13, deception +13, performance +11, stealth +9
Str
+3
Dex
+1
Con
+4
Int
+3
Wis
+2
Cha
+5
AC 20
Fort +12
Ref +11
Will +10
HP 65
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee Fist +13, Damage 2d6+3 bludgeoning
Abilities
Mystery Ingredients (auditory, aura, occult) — 60 feet. Creatures in the aura take a -2 status penalty to checks to Identify Alchemy, Recall Knowledge about alchemical subjects, or examine snake oil effects. When a creature first enters the area, if it hears the ichor slinger talking, it must attempt a secret DC 23 Will save against the slinger's Deception DC. On a failure, it treats its next failed check to Identify Alchemy or Recall Knowledge about alchemical subjects in the next 24 hours as though it were a critical failure instead. This is an auditory misfortune effect.
Void Healing — Negative Healing
Brew Tomb Juice (manipulate) — Cost 1 batch of infused reagents
Effect The ichor slinger creates a vial of tomb juice, an alchemical tonic that has the infused trait and becomes inert after 24 hours. Tomb juice has the effects of Snake Oil, and maybe more depending on the results of the ichor slinger's DC 20 Crafting check.
**Critical Success** The slinger chooses one of the following items and adds its effects to the tomb juice: , , , Giant Scorpion Venom, or . Poisons created in this way gain an onset of 1 round, gain the ingested trait, and lose any contact, inhaled, or injury traits.
**Success** As critical success, but the slinger chooses from , , , Graveroot, or .
Exhume (manipulate) —
Force Feed —
Grab — Grab
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