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Isitoq

Isitoq
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Appearance: The Isitoq is a grotesque and chilling sight to behold. It manifests as a large, bloodshot eyeball that hovers in mid-air, its size typically comparable to that of a human, but can vary depending on the creature from which it was created. The eyeball is eerily alive, constantly darting around to take in its surroundings. It trails strands of bloody nerves that fan out like flapping wings, giving it a macabre semblance of life. The nerves twitch and flutter as the Isitoq moves, adding to its unsettling presence.

Behavior: Isitoqs are undead creatures, devoid of emotion or personal motivation. They exist solely to serve their creators. Despite their grotesque appearance, they are not inherently aggressive. However, they will defend themselves if threatened, using their unique ability to impart visions of death to those who dare to attack them.

Habitat: Isitoqs are typically found in the company of necromancers or powerful undead creatures capable of casting spells. They are often encountered in dark, secluded places like ancient burial grounds, remote mountain peaks, deep forest groves, or caves. These locations are usually shrouded in shadows and filled with an aura of dread, making them the perfect dwelling for such a creature.

Modus Operandi: The Isitoq serves as a companion, spy, or sometimes even a familiar. Its creator can see through the creature’s single eye, allowing them to keep watch over their domain without having to leave their inner sanctum or other heavily-guarded area. This makes it an invaluable tool for those who wish to maintain control over their territory. Though the It’s attack is weak, any creature struck by the floating eyeball’s wings sees the last moments of life experienced by the creature from which the Isitoq was created. This can be a deeply unsettling experience, often leaving the victim in a state of shock and horror.

Motivation: As an undead creature, it does not have personal motivations. It is bound to the will of its creator and exists to serve their interests. Whether used as a guardian, a spy, or a tool of terror, its a faithful servant to its master. Its eerie presence and the unsettling visions it can impart make it a potent psychological weapon as well. It ability to show the final moments of a creature’s life can be used to intimidate enemies, making them think twice before crossing its master. This, combined with its ability to serve as an ever-watchful eye, makes the Isitoq a formidable ally for those who dabble in the dark arts.


  • Isitoq 5e
  • Isitoq Pathfinder
Isitoq
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Tiny Undead, Neutral Evil

Armor Class 15 (natural armor)

Hit Points 9 (2d4 + 2)

Speed 0 ft., Fly 30 ft. (hover)


STRDEXCONINTWISCHA
4 (-3)13 (+1)12 (+1)7 (-2)14 (+2)11 (+0)

Saving Throws Wis +4

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses Darkvision 60 ft., Passive Perception 12

Languages Understands Common but can’t speak

Challenge 1/2 (100 XP)


TRAITS:

Incorporeal Movement. The isitoq can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Chilling Aura. Any creature that starts its turn within 10 feet of the isitoq must succeed on a DC 12 Wisdom saving throw or take 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one.


ACTIONS:

Spectral Grasp. Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (2d4) psychic damage, and the target must succeed on a DC 12 Strength saving throw or be restrained until the end of its next turn.

Tears of Anguish (Recharge 5-6). The isitoq targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or become frightened of the isitoq for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


REACTIONS:

Visions of Death. When a creature within 5 feet of the isitoq makes a melee attack against it, the attacker must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.


TACTICS:

Isitoqs are cunning and manipulative, using their spectral abilities to sow fear and confusion among their enemies. They typically stay out of reach of melee combatants, utilizing their fly speed to remain airborne and maneuver around the battlefield. Isitoqs prioritize targets that pose the greatest threat, such as spellcasters or those with high Wisdom saving throws, using Tears of Anguish to incapacitate them with fear. When engaged in melee, they rely on their Spectral Grasp to restrain foes, rendering them vulnerable to attacks from their allies.

If directly threatened, Isitoqs invoke their Visions of Death, instilling terror in those who dare to attack them. They prefer hit-and-run tactics, retreating to safety when their opponents become too formidable, and using their Incorporeal Movement to pass through obstacles and evade pursuit.

 Isitoq
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This bloodshot eyeball trails strands of bloody nerves that fan out like flapping wings.

Source Bestiary 4 pg. 159
Originally posted in Archives of Nethys

Awkwardly flapping through the air, this creature constantly weeps salty tears, leaving a dripping trail behind it as it flies. Most often encountered in the company of necromancers or powerful undead creatures capable of casting spells, an isitoq serves as a companion, spy, or sometimes even a familiar. Its creator normally uses it as a sentinel, sending it flying through the halls of its laboratory, lair, or dungeon complex to watch for intruders or spy on guests and test subjects.

As an isitoq’s creator can see through the creature’s single eye, the creator can keep watch over her domain without having to leave an inner sanctum or other heavily-guarded area.

Though the isitoq’s attack is itself weak, any creature struck by the floating eyeball’s wings sees the last moments of life experienced by the creature from which the isitoq was created. This horror-filled vision is potent with emotion, making the victim feel as if it’s experiencing its own death.


Isitoq CR 1/2
XP 200

NE Diminutive undead

Init +1; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dexterity, +4 size)

hp 9 (2d8)

Fort +0, Ref +1, Will +5

Immune undead traits
OFFENSE
Speed 5 ft., Fly 60 ft. (perfect)

Melee slam +6 (1d2-3), 2 wings +6 (1d1-3 plus daze)

Space 1 ft., Reach 0 ft.

Special Attacks daze, tears of anguish
STATISTICS
Strength 4, Dexterity 13, Constitution -, Intelligence 7, Wisdom 14, Charisma 11

Base Atk +1; CMB –2; CMD 5 (can’t be tripped)

Feats Weapon Finesse

Skills Fly +15, Perception +7, Stealth +18

Languages Common (can’t speak)

SQ visual sensor
SPECIAL ABILITIES
Daze (Ex)

An isitoq’s nerves form grotesque wings. Any creature struck by the creature’s wings must succeed at a DC 11 Will save or be dazed for 1 round as the target’s mind is flooded with images of the last seconds of the isitoq’s existence as a living creature. This is a mind-affecting fear effect. The save DC is Charisma-based.  

Tears of Anguish (Su)

As a full-round action, an isitoq can make a ranged touch attack to squirt tears into the eyes of a creature within 30 feet. If the target fails a DC 11 saving throw, it experiences the effect of the isitoq’s daze ability. The save DC is Charisma-based.

Visual Sensor (Su)

An isitoq’s creator or master can see through its eye at a range of 60 feet, using the eye’s normal vision and Darkvision. The following spells have a 5% chance per caster level of the isitoq’s creator of operating through the isitoq: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the creator is 15th level or higher, the following spells have the same chance of functioning through the isitoq: read magic and tongues.
ECOLOGY
Environment any

Organization solitary or gang (2-8)

Treasure none

Creating an Isitoq

A spellcaster can create an isitoq from the head of a Small or Medium corpse that has at least one intact eye. The head must be animated as a 1 Hit Die undead using animate dead (this counts toward the total HD animated by the spell and the total HD the caster can control), followed by casting clairaudience/clairvoyance or locate object to establish the sensory connection, and air walk, fly, levitate, or wind wall to give it the ability to fly.

When these spells are finished, one of the head’s eyes pulls itself free of its socket and becomes an isitoq. The rest of the head remains part of a corpse.

An evil spellcaster with the Improved Familiar feat can gain an isitoq as a familiar at 5th level.

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