Monster Dossier

Qurashith

Qurashith is a fantasy monster entry from source EC4.

Level 17

Traits

rarecehugeaberrationfiend

Rules & statistics

Monster Profile

Perception

33

Senses

  • Name
    greater darkvision
  • Type
    imprecise
    Name
    scent
    Range
    60
  • Name
    true seeing

Languages

Languages
  • abyssal
Abilities
  • telepathy 120 feet
  • tongues

Skills

Acrobatics
30
Athletics
32
Deception
29
Stealth
32
Survival
28

Ability Mods

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

Defenses

Ac
40
Saving Throws
Fort
29
Ref
30
Will
28
Hp
  • Hp
    340
Weaknesses
  • Amount
    15
    Name
    good
  • Amount
    15
    Name
    lawful
Resistances
  • Amount
    15
    Name
    acid

Speed

Walk
20
Fly
60

Attacks

  • Range
    Melee
    Name
    jaws
    Attack
    34
    Traits
    • chaotic
    • evil
    • magical
    • reach
    Effects
    • paralytic spittle
    Damage
    3d12+17 piercing plus paralytic spittle
    Types
    • piercing
  • Range
    Melee
    Name
    claw
    Attack
    32
    Traits
    • agile
    • chaotic
    • evil
    • magical
    • reach
    Damage
    3d10+15 slashing
    Types
    • slashing
  • Range
    Ranged
    Name
    spittle
    Attack
    30
    Traits
    • range
    Effects
    • paralytic saliva
    Damage
    6d6 acid and paralytic saliva
    Types
    • acid

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    35
    Entry
    6
    Spells
    • Name
      teleport
      Amount
      at will
      Notes
      • self only
    Constant
    6
    Spells
    • Name
      true seeing

Abilities

Mid
  • Entries
    • Any creature that Strike||Strikes the qurashith with a melee weapon must attempt a 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 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 (31).
    Name
    Adhesive Body
  • Traits
    • aura
    • emotion
    • fear
    • mental
    Entries
    • 90 feet, 33
    Name
    Frightful Presence
Bot
  • Entries
    • A creature that takes damage from a qurashith's jaws or spittle must succeed at a 39 Fortitude save or be slowed|CRB|slowed 1 for 1d4 rounds (slowed|CRB|slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes paralyzed for 1 round.
    Name
    Paralytic Saliva
  • Activity
    Number
    2
    Unit
    action
    Entries
    • The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot cone must succeed at a 35 Will save or become stupefied|CRB|stupefied 2 (stupefied|CRB|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.
    Name
    Psychic Howl
  • Activity
    Number
    1
    Unit
    action
    Traits
    • claw
    Name
    Rend

Background

Lore

No lore provided.