Great Old One, Ithaqua

Ithaqua CR 28

XP 4,915,200
CE Gargantuan monstrous humanoid (air, chaotic, cold, evil, Great Old One, mythos)
Init +24; Senses darkvision 60 ft., low-light vision, snow vision, true seeing; Perception +45
Aura unspeakable presence (300 ft., DC 36)

DEFENSE

AC 46, touch 27, flat-footed 35 (+10 Dex, +1 dodge, +10 insight, +19 natural, –4 size)
hp 688 (32d10+512); fast healing 25
Fort +26, Ref +30, Will +28
Defensive Abilities immortality, insanity (DC 36); DR 15/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, storms; Resist electricity 30, sonic 30; SR 39
Weaknesses arctic bound, vulnerable to fire

OFFENSE

Speed 60 ft., air walk
Melee 2 slams +46 (4d6+18/19-20 plus grab)
Ranged 4 wind blasts +38 (8d6/19-20 plus hurl)
Space 20 ft., Reach 20 ft.
Special Attacks arctic dreams, create wendigo, howl, mythic power (10/day, surge +1d12)
Spell-Like Abilities (CL 28th; concentration +38)

STATISTICS

Str 46, Dex 31, Con 42, Int 29, Wis 31, Cha 30
Base Atk +32; CMB +54 (+58 bull rush); CMD 95 (97 vs. bull rush)
Feats Awesome Blow, Blinding Critical, Critical Focus, Dodge, Greater Bull Rush, Improved Bull Rush, Improved Critical (slam), Improved Critical (wind blast), Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (feeblemind, gust of wind), Spring Attack
Skills Acrobatics +42, Knowledge (arcana, geography, history, nature, planes, religion) +41, Perception +45, Sense Motive +42, Spellcraft +41, Stealth +33, Survival +45, Use Magic Device +42
Languages Aklo, Aquan, Giant; telepathy 100 ft.
SQ otherworldly insight, wind walk

SPECIAL ABILITIES

Arctic Bound (Ex)

When Ithaqua is south of a planet’s arctic circle or on a planet without a magnetic north, he is staggered.

Arctic Dreams (Su)

Any creature that has ever looked into Ithaqua’s eyes or has committed cannibalism can be targeted by the Great Old One’s arctic dreams regardless of distance, even across planar boundaries. If such a victim fails its save against Ithaqua’s nightmare spell-like ability, the damage it takes from the ability is cold damage. Upon awakening, the victim is affected by a geas/quest to travel north beyond the arctic circle and, once there, await Ithaqua’s arrival in a remote location.

Whether or not the Great Old One comes to call is left to the GM to decide, but if Ithaqua does not visit within 1 month, the effects of the arctic dreams end.

Create Wendigo (Su)

By using wind walk with a creature or by affecting it with his unspeakable presence, Ithaqua afflicts the creature with an enhanced version of wendigo psychosis.

Wendigo Psychosis: Curse—unspeakable presence or wind walk; save Will DC 36; onset immediate; frequency 1/hour; effect 1d6 Wis drain (minimum Wis 1). When a victim’s Wisdom reaches 1, it seeks an individual of its race to kill and devour.

After completing this act, the victim takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that its feet burn away into jagged stumps. The victim transforms into a wendigo over the next 1d4 minutes. Once the transformation is complete, the victim is effectively dead, replaced by a wendigo. Miracle, true resurrection, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. The save DC is Charisma-based.

ABOUT

Environment any cold
Organization solitary (unique)
Treasure triple

This looming humanoid shape has long, gangly limbs, glowing red eyes, wicked antlers, and a gaping mouth full of fangs.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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