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Qurashith

Qurashith—or “gluttonwings” in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark’s cavern-worlds. These monstrosities are no mere beasts. A qurashith does not simply devour its victims; once it kills its prey, it physically subsumes the creature into its own body, metabolizing the prey’s spiritual essence. Close inspection of a qurashith reveals that its body is an amalgamation of the fiend and its extraplanar and mortal victims, bound together by webs of demonic scar tissue and sticky acidic pus. While the individual personalities of a qurashith’s victims gradually metabolize and diffuse into its very substance over time, a particularly charismatic or magically powerful victim might exert some influence over the qurashith’s mind for a short time.

Recall Knowledge - Aberration (Occultism): DC 41
Recall Knowledge - Fiend (Religion): DC 41

QurashithCreature 17

RareCEHugeAberrationFiend
Source Pathfinder #154: Siege of the Dinosaurs pg. 82
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; Resistances acid 15; Weaknesses good 15, lawful 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 Single ActionSingle Action jaws +34 [+29/+24] (chaotic, evil, magical, reach 15 feet), Damage 3d12+17 piercing plus paralytic spittleMelee Single ActionSingle Action claw +32 [+28/+24] (agile, chaotic, evil, magical, reach 15 feet), Damage 3d10+15 slashingRanged Single ActionSingle Action spittle +30 [+25/+20] (range 60 feet), Damage 6d6 acid and paralytic salivaDivine Innate Spells DC 35; 6th teleport (at will, self only); Constant (6th) true seeing
Paralytic Spittle 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 Two ActionsTwo Actions 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 Single ActionSingle Action claw

Sidebar - Additional Lore Many-Minded Beings

Despite having no organized civilization, qurashith flock and lair together and occasionally even hunt in packs, communicating horrifically through the compelled, agonized voices of the victims grafted onto their bodies.