Qurashith

CREATURE 17

rare ce huge aberration fiend 

Perception +33; greater darkvision, scent (imprecise) 60 feet, true seeing

Languages Abyssal; telepathy 120 feet, tongues

Skills Acrobatics +30, Athletics +32, Deception +29, Stealth +32, Survival +28

Str +9 Dex +7 Con +6 Int -1 Wis +5 Cha +6

AC  40; Fort +29, Ref +30, Will +28

HP 340; Weaknesses good 15, lawful 15; Resistances acid 15

Adhesive Body Any creature that Strikes the qurashith with a melee weapon must attempt a DC 37 Reflex save. On a failure, the creature is disarmed of its weapon, which becomes stuck to the qurashith's body; if the Strike was an unarmed attack, the creature's limb sticks to the qurashith's body and the creature becomes immobilized. A creature must succeed at a DC 31 Athletics check to retrieve a stuck weapon. On a failure, the creature takes 2d6 acid damage and the weapon remains stuck, and on a critical failure, the creature also becomes stuck to the qurashith and becomes immobilized. A stuck creature takes 2d6 acid damage each round it remains stuck to the qurashith and can use an Escape action to try to free itself from the monster (DC 31).

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33

Speed 20 feet, fly 60 feet

Melee [>] jaws +34 (chaotic, evil, magical, reach 15 feet), Damage 3d12+17 piercing plus paralytic spittle

Melee [>] claw +32 (agile, chaotic, evil, magical, reach 15 feet), Damage 3d10+15 slashing

Ranged [>] spittle +30 (range 60 feet), Damage 6d6 acid and paralytic saliva

Divine Innate Spells DC 35; 6th teleport (at will, self only); Constant (6th) true seeing

Paralytic Saliva A creature that takes damage from a qurashith's jaws or spittle must succeed at a DC 39 Fortitude save or be slowed 1 for 1d4 rounds (slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes paralyzed for 1 round.

Psychic Howl [>>] The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot cone must succeed at a DC 35 Will save or become stupefied 2 (stupefied 4 on a critical failure) for 1 minute. A creature that critically succeeds at its Will save is immune to the qurashith's Psychic Howl for 24 hours. The qurashith can't use Psychic Howl again for 1d4 rounds.

Rend [>] (claw)

Extinction Curse #4: Siege of the Dinosaurs, page 82.

Open Qurashith in the interactive creatures list or browse all creatures starting with Q.