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Isqulug

Creature 11 (uncommon) — aberration, amphibious

Pre-Remaster content. May include legacy alignment.

AnvilWeaverLANDAQUATICaberration

The isqulug's appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug-its "body" is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +24; greater-darkvision, scent (imprecise) 30 feet
Languages aklo
Skills acrobatics +22, athletics +24, nature +22, survival +22
Str
+7
Dex
+5
Con
+7
Int
+3
Wis
+7
Cha
+5
AC 31 (all-around vision) Fort +24 Ref +20 Will +18
HP 230 (regeneration 10 (deactivated by cold))
Immunities swarm-mind
Resistances fire 10
Weaknesses cold 10
Speed 25 feet, swim 25 feet (swamp stride)

Offense

Melee Tentacle (agile, reach-10, unarmed) +22, Damage 2d12+11 bludgeoning plus Isqulugia

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Host Scent — An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Regeneration 10 (Deactivated by Cold) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Swarm Mind — This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
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 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.
Isqulugia (disease, incapacitation, primal, 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-rank Resurrect ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life.
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.
Swamp Stride — An isqulug ignores difficult terrain that's caused by typical features of swamps.
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 (6th) Dancing Lights

WORKS WELL WITH

CrasherLAND / AQUATICCrasher delivers spike damage while the Anvil's regeneration maintains frontline pressure, splitting enemy priority between an unkillable frontliner and a mobile damage threat.
SniperLAND / AQUATICSniper exploits the Anvil's area control from range, solving the tempo tension of needing sustained damage while the Anvil holds position.
FlankerLAND / AQUATICFlanker capitalizes on off-guard enemies while the Anvil's all-around vision and conal attacks create positioning advantages for distributed pressure.

PUNISHES

✖ clumping✖ attrition✖ melee reliance
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 2.

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