Immoths are inscrutable sages of the elemental planes, acting as archivists and information brokers to celestials, fiends and genies alike. Although immoths are native to the icy borderlands of the Planes of Air and Water, they are frequently found on the Material Plane or other worlds in search of legends and lore. All immoths specialize in one or two topics or particular interest, but they do keep an eye out for particularly rare or useful information of all kinds. An immoth is a walking library—it can perfectly recall everything it has ever seen, read or heard, making them prized by those who seek information and despised by those who would control or redact it.
Immoth CR 10
XP 9,600
N Large outsider (air, cold, elemental, extraplanar, water)
Init +3; Senses darkvision 60 ft., Perception, tremorsense 60 ft.
Defense
AC 22, touch 12, flat-footed 19 (-1 size, +3 Dex, +10 natural)
hp 126 (12d10+60)
Fort +9, Ref +11, Will +13
DR 10/bludgeoning and magic; SR 21
Immune cold, elemental traits; Vulnerable fire
Offense
Speed 30 ft., swim 30 ft., fly 30 ft. (perfect)
Melee 2 claws +17 (1d6+6 plus 1d6 cold), sting +17 (1d4+6 plus poison plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks ice runes
Spells CL 8th, concentration +13 (+17 casting defensively)
4rd (4/day)—enervation
3rd (6/day)— lightning bolt (DC 18), suggestion (DC 18)
2nd (7/day)—blur, bull’s strength, resist energy
1st (8/day)—identify, mage armor, magic missile, ray of enfeeblement (DC 16), shield
0th—detect magic, light, mage hand, prestidigitation, ray of frost, read magic, resistance, touch of fatigue (DC 15)
Statistics
Str 23, Dex 16, Con 21, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +19; CMD 32
Feats Arcane Strike, Combat Casting, Combat Reflexes, Iron Will, Power Attack, Stand Still
Skills Acrobatics +18, Fly +9, Intimidate +20, Knowledge (arcana) +22, Knowledge (planes) +22, Linguistics +22, Perception +18, Spellcraft +18, Stealth +14, Swim +12; Racial Modifiers +4 Knowledge, +4 Linguistics
Languages Aquan, Auran, Draconic, plus 12 others
SQ eidetic memory, icewalking
Ecology
Environment Plane of Air and Plane of Water
Organization solitary or council (2-8)
Treasure double standard
Special Abilities
Eidetic Memory (Ex) An immoth can remember anything it senses perfectly. It can make Knowledge checks untrained, and gains a +4 bonus on all Knowledge checks and Linguistics checks. All Knowledge skills are class skills for an immoth.
Ice Runes (Su) When an immoth regains spells, it carves a number of magical runes into itself equal to its Charisma modifier (5 for the typical immoth). An immoth can expend one of these runes as a swift action to heal itself of 1d6 hit points per 3 HD of the immoth (4d6 for a typical immoth). Alternately, as a swift action, an immoth can expend one of its ice runes to cast any one sorcerer spell it knows with a casting time of 1 round or shorter. When cast in this way, the spell can target only the immoth, even if it could normally affect other or multiple targets. Spells cast in this way don't require somatic components and do not provoke attacks of opportunity.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the immoth climbs must be icy. The immoth can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Poison (Ex) Injury—sting; save DC 21; duration 6 rounds; effect 1d3 Dex and 1d3 Wis; cure 1 save. The save DC is Constitution based.
Spells An immoth casts spells as an 8th level sorcerer. It does not gain other class abilities of a sorcerer.