Monster Dossier
Qurashith
Qurashith is a fantasy monster entry from source EC4.
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.