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Ijda

Creature 6 (rare) — fiend, nindoru, unholy

Ijdas are creatures of forgetfulness. Born from souls who were once enlightened but then renounced it and their role in the cycle of reincarnation, they curse the futility of their existence and find pleasure in leading others to the same fate. Ijdas appear as towering humanoids, their bodies bloated and constantly bursting with small red butterflies that flitter away before melting into mist. Their arms are overly long and so broken as to writhe more like tentacles, affording them an unsettlin

Source: season-of-ghosts-bestiary

Perception +15
Skills athletics +16
Str
+6
Dex
+2
Con
+5
Int
-2
Wis
+2
Cha
+0
AC 23 Fort +15 Ref +13 Will +12
HP 100
Immunities death-effects, emotion, fatigued, sleep
Resistances void 5, mental 5
Weaknesses silver 5
Speed 30 feet

Offense

Melee Broken Katana +17, Damage 2d6+8 slashing plus 1d6 mental

Abilities

Aura of Forgetfulness (aura, mental, occult) — 30 feet. A creature that begins its turn in the aura finds it difficult to recall memories or to focus on what it's currently attempting to accomplish, and must attempt a DC 21 Will save. **Critical Success** The creature is unaffected and is temporarily immune to aura of forgetfulness for 24 hours. **Success** The creature is unaffected. **Failure** The creature is Slowed 1 until the end of its next turn, as it has trouble remembering what it intended to do and spends extra time on its turn trying to recall what it had planned to do. **Critical Failure** As failure, but Slowed 2.
Soul Shred — Creatures killed by a idja are difficult to bring back to life or animate as undead. The idja automatically attempts to counteract any attempt to resurrect or animate any creature that it has killed (counteract modifier +14, counteract rank 3). If the idja who slew the creature is itself slain, the creature can be brought back from death or become undead normally.
Manifest False Memories (aura, concentrate, emotion, mental, occult) — The ijda releases a cloud of red nindoru butterflies from their body, each of which carries a false memory that infects those they brush against. All non-nindoru creatures within 10 feet of the ijda must attempt a DC 21 Will save. The ijda can't Manifest False Memories for 1d4 rounds. **Critical Success** The creature is unaffected. **Success** The creature is Stupefied 1 by the deluge of false memories until the end of its next turn. **Failure** The creature is stupefied 1 and Confused until the end of its next turn. **Critical Failure** The creature is stupefied 1 and confused for 1 minute. It can attempt a new save at the end of each of its turns to end the effects.
Ruin Wielder — When a ijda wields a broken non-magical weapon, they do not take any of the disadvantages of the weapon being broken. While the ijda wields it, the weapon becomes a +1 striking weapon that deals an additional 1d6 mental damage on a successful hit.

Spells

Shatter (rank 2)
Stupefy (rank 2)
Daze (rank 1)
Item Facade (rank 1)
Phantom Pain (rank 1)
Sure Strike (rank 1)

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