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Qlippoth Lord, Isph-Aun-Vuln

A cloud of smoke the size of a human condenses, forming a clot of tentacles and eyes surrounding a fanged mouth.

Isph-Aun-Vuln CR 25

XP 1,638,400
CE Medium outsider (chaotic, evil, extraplanar, incorporeal, qlippoth)
Init +16; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +40
Aura cloak of chaos (DC 27)

DEFENSE

AC 44, touch 32, flat-footed 31 (+12 armor, +9 deflection, +12 Dex, +1 dodge)
hp 546 (28d10+392); regeneration 15 (lawful)
Fort +34, Ref +27, Will +31
Defensive Abilities freedom of movement, incorporeal, reflect compulsion, soul shell; DR 15/cold iron and lawful; Immune cold, death effects, mind-affecting effects, poison; Resist acid 30, electricity 30, fire 30; SR 36

OFFENSE

Speed fly 100 ft. (perfect)
Melee bite +40 touch (destruction)
Special Attacks destructive commands, horrific appearance (DC 33), insidious possession, toxic storm
Spell-Like Abilities (CL 25th; concentration +34)

Constantcloak of chaos (DC 27), detect good, detect law, freedom of movement, tongues, true seeing
At willcharm monster (DC 23), desecrateM, greater command (DC 25), greater dispel magic, greater object possession(DC 26), greater teleport
3/daydominate monster (DC 28), greater possession (DC 27), quickened mass suggestion (DC 25), quickened mind fog (DC 24), whirlwindM (DC 27)
1/daysummon qlippoth, wishM

M Isph-Aun-Vuln can use the mythic version of this ability within her sanctum.

STATISTICS

Str —, Dex 35, Con 38, Int 31, Wis 28, Cha 29
Base Atk +28; CMB +40; CMD 60 (can’t be tripped)
Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Quicken Spell-Like Ability (mass suggestion, mind fog), Skill Focus (Bluff)
Skills Acrobatics +40, Bluff +46, Diplomacy +37, Fly +51, Intimidate +37, Knowledge (arcana, history, local, nobility, religion) +38, Knowledge (planes) +41, Perception +40, Sense Motive +40, Spellcraft +38, Stealth +43, Use Magic Device +37
Languages Abyssal; telepathy 300 ft., tongues

SPECIAL ABILITIES

Destruction (Su)

Isph-Aun-Vuln’s bite resolves as a primary touch attack. A creature bitten by the qlippoth lord must succeed at a DC 33 Fortitude save or take 1d6 points of Wisdom drain and 150 points of negative energy damage.

If the creature successfully saves, it takes 1 point of Wisdom drain and 20d6 points of negative energy damage. If a creature is slain by this damage, its body is immediately consumed in unholy fire, leaving behind only its possessions.

The only way to restore such a slain creature to life is via true resurrection, a carefully worded wish spell followed by resurrection, or miracle. This is a death effect. The save DC is Charisma-based.

Destructive Commands (Ex)

When Isph-Aun-Vuln magically controls a creature via a charm or compulsion effect, she may issue commands to the creature that are self-destructive or against the target’s nature. When such a command is issued, the magically controlled creature can resist the command with a successful Will save against the DC of the spell effect in question, but success at this save does not cause the effect to end and does not prevent Isph-Aun-Vuln from attempting to issue the same or a similar command on a subsequent round.

Horrific Appearance (Su)

A creature that succumbs to Isph-Aun-Vuln’s horrific appearance becomes convinced that it has already succumbed to the qlippoth lord’s mental control and can take no action other than to approach. An affected creature gains freedom of movement and a fly speed of 60 feet (perfect maneuverability) that can be used only to approach Isph-Aun-Vuln. Once an affected creature is adjacent to Isph-Aun-Vuln, it becomes dazed as long as it remains adjacent to the qlippoth lord. This dazed affect ends as soon as the creature is no longer adjacent, at which point the compulsion to approach Isph-Aun-Vuln returns. If Isph-Aun-Vuln is not present, the creature is free to act normally, but as soon as Isph-Aun-Vuln reappears, the compulsion to approach returns as well. This is a mind-affecting compulsion and a curse effect. If not removed via magic, this curse ends only after the creature remains outside Isph-Aun-Vuln’s presence for 24 consecutive hours.

Insidious Possession (Ex)

When Isph-Aun-Vuln tries to possess an object or creature via a spell-like ability, she automatically attempts to dispel any protection from evil or similar spell effect on the creature via greater dispel magic. In addition, once a creature fails a saving throw against Isph-Aun-Vuln’s possession spell-like abilities, it takes a –4 penalty on all future saving throws against mind-affecting effects created by any qlippoth. This lingering penalty is a curse effect.

Reflect Compulsion (Ex)

Even though Isph-AUn Vuln is immune to mind-affecting effects, when a creature targets her with a compulsion spell or spell-like ability and that effect fails to penetrate her spell resistance, that effect is reflected back upon the caster. Treat the compulsion spell or effect as if Isph-Aun-Vuln had been the caster, except that the save DC remains unchanged.

Soul Shell (Su)

Isph-Aun-Vuln is constantly surrounded by a swirling vortex of soul fragments from the countless creatures that have perished while she was dominating or possessing them. This vortex is a force effect that grants Isph-Aun-Vuln a +12 armor bonus and serves to deflect incoming ranged touch attacks. All ranged touch attacks against this qlippoth lord have a 50% miss chance. The soul shell does not impede Isph-Aun-Vuln’s ability to move through solid objects as an incorporeal creature.

Toxic Storm (Su)

As a standard action once every 1d4 rounds, Isph-Aun-Vuln can create a blast of hurricane-strength wind around herself. This blast of wind blows either outward from the qlippoth lord to a radius of 120 feet or inward toward the qlippoth lord from a radius of 60 feet, as chosen by Isph-Aun-Vuln. The wind affects creatures as described for hurricane-force winds.

The blast of wind lasts for 1 round. These winds are highly toxic, and all creatures exposed to the poisonous winds are affected by the following poison effect. The save DC for the poison effect is Constitution-based.

Winds of Isph-Aun-Vuln: Toxic storm—contact; save Fort DC 38; frequency 1/round for 6 rounds; effect 1d6 Wis damage plus confused for 1 round; cure 2 consecutive saves.

ECOLOGY

Environment any (Abyss)
Organization solitary (unique)
Treasure triple

Isph-Aun-Vuln appears as a human-sized mass of roiling tentacles arrayed around a large toothy maw. These tentacles slip in and out of reality, never fully existing as anything more than vapor, yet despite her immaterial form and relatively small size, she is among the most powerful of the qlippoth lords. Whereas others overwhelm their opponents through size and strength, Isph-Aun-Vuln opts for a more subversive and subtle approach, using possession and mental control of others to achieve her goal of slaughtering every creature with the capacity for sin—in other words, all free-willed mortals.

Those she has no such use for she devours, adorning herself with fragments of their souls as vaporous, incandescent trophies—such will be the fate of all who remain should Isph-Aun-Vuln ever succeed at eliminating free will from the universe.

Isph-Aun-Vuln’s Cult

Isph-Aun-Vuln is perhaps the most powerful of the qlippoth lords, so it should come as no surprise that her cult is the most widespread among mortals on hundreds of different worlds throughout the Material Plane. Many who pay homage to Isph-Aun-Vuln, who is often referred to only as the Feaster Within, do so without knowing fully what sort of entity they worship, and only follow the commands of a charismatic but insane cult leader. In many cases, such leaders have been dominated or otherwise mentally controlled by Isph-Aun-Vuln so often that they have lost all remnants of their previous personalities. Isph-Aun-Vuln’s worshipers venerate her amid standing stones perched on the edges of towering cliffs or rugged, windscoured mountain tops, and sacrifices to the demigoddess generally involve using magic to hurl a victim into the sky, where it is buffeted by winds before being allowed to fall to the earth below, broken and ruined.

Isph-Aun-Vuln’s holy symbol is a rune within a cloud of tentacles, and her favored weapon is the longbow. She grants access to the domains of Air, Chaos, Evil, and Trickery, and to the subdomains of Deception, Fear, Venom, and Wind.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.