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Quara Orshendiel

Quara Orshendiel never expected to become the ruler of Yldaris. Her father, a wise and prudent man named Larathols, had ruled the settlement for many centuries. She loved her father, not only because he was a decent man, but because he granted Quara the freedom to forge her own path. She loved the swagger and fearlessness of Yldaris's shootists and grew up fascinated by their tall tales and the way they reveled in their exploits.

Larathols saw no reason not to indulge his youngest daughter's aspirations. He was already preparing Quara's older sister, Galuna, to lead Yldaris when the time came, which Quara always imagined as many centuries in the future. In the meantime, she honed her skills with the shootists. It didn't take long for her to start inspiring stories herself and to collect the scars that go with them—the most severe of which came from a run-in with a gug, against which she ultimately prevailed. She wore the creature's pelt for years until it grew too tattered to be practical.

Quara's carefree life changed after her father's and sister's deaths. At the time, she was carousing in Lozardyn and delighting in its residents' larger-than-life rumors about her. Larathols decided to raid one of Belcorra's secret storehouses to gain more information about the magical lens the sorcerer had entrusted to Larathols's father many years ago. Galuna had gone with him, and Khurfel, war champion of the nearby urdefhans, ambushed and killed the pair. Quara was immediately called back to Yldaris. As the most senior of the shootists and Larathols's daughter, she was expected to assume leadership of the outpost.

Quara never knew much about Belcorra or about the secret mission that cost her father and sister their lives. Belcorra had visited Yldaris years before Quara's birth and made a deal with her grandfather, the vague details of which Quara heard only through rumors. She knew her grandfather played a dangerous game with Belcorra, promising forces that he couldn't deliver and keeping the arrangement secret from Lozardyn's rulers. When the sorcerer suddenly disappeared—killed at the hands of surface dwellers, rumor said—the problem seemed to have sorted itself out.

Belcorra arrived in Yldaris shortly after Quara came home, imperiously demanding that Quara swear fealty just as her grandfather had. Never one to be much bound by promises anyway, Quara glibly swore to support the ghost because it seemed like the safest course of action.

Quara immediately consulted with Yldaris's enigmatic cavern seers and her father's closest allies to find out what had happened to him. She learned a little bit about her father's last days, where he had gone and why, and that he'd taken something called the Ochre Fulcrum Lens that Belcorra had entrusted to Quara's grandfather five centuries earlier. Belcorra hadn't mentioned the lens when she appeared before Quara—perhaps assuming it was languishing in some Yldaris treasure vault—but Quara deduced the lens's critical importance.

The responsibility of administering Yldaris has changed Quara. Her wild days have ended; she rarely drinks and never to excess. However, her freewheeling time as a shootist taught her the dangers of their outpost. She boasts less and has become more circumspect, having learned the lessons of true leadership. Her people love her for it. Quara would be shocked to hear it, but she's just as well-regarded a leader as Larathols ever was.

Campaign Role

Quara will likely become an ally of the heroes, as she knows useful partners when she sees them. She's interested in avenging her father and sister, but she knows that whatever goal her father was pursuing with the Ochre Fulcrum Lens could prove critical in freeing Yldaris from Belcorra's control forever. She has learned that the ochre lens was only one of three lenses that Belcorra entrusted to allies in the region centuries ago, and she sets the heroes on the trail of recovering them and finding out more. The most important lead Quara provides to the heroes is that her father was headed toward an ancient vault at the edge of the lake, so the heroes can find out more at that location.

The heroes might see drow as enemies and assault Yldaris. In this case, Quara does her best to protect her people, relying on the shootist training that still lingers in her quick fingers. She likely won't trust the heroes with any information after such aggressions, but they might find some clues in her quarters.

Recall Knowledge - Humanoid (Society): DC 38
Unspecific Lore: DC 36
Specific Lore: DC 33

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Quara OrshendielCreature 12

Legacy Content

Unique CN Medium Drow Elf Humanoid 
Source Pathfinder #165: Eyes of Empty Death pg. 91
Perception +23; darkvision
Languages Common, Daemonic, Elven, Undercommon
Skills Acrobatics +24, Athletics +22, Deception +24, Diplomacy +22, Intimidation +24, Stealth +22, Survival +21
Str +3, Dex +5, Con +0, Int +1, Wis +2, Cha +5
Light Blindness
Items +1 striking kukri, shootist bandolier, stupor poison (4), +1 striking repeating hand crossbows (2^ with 3 magazines; page 73), chain shirt
AC 32; Fort +18, Ref +24, Will +23; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 210; Immunities sleep
Commanding Aura (aura, emotion, mental) 30 feet. Drow around Quara are heartened by her presence. Her drow allies in the aura gain a +1 status bonus to attack rolls and skill checks.Deny Advantage Quara isn't flat-footed to hidden, undetected, or flanking creatures of 11th level or lower, or to creatures of 11th level or lower using Surprise Attack.Evasion When Quara rolls a success on a Reflex saving throw, she gets a critical success instead.
Speed 30 feet
Melee [one-action] kukri +26 [+22/+18] (agile, finesse, trip), Damage 2d6+2+9 slashingRanged [one-action] repeating hand crossbow +26 [+21/+16] (range increment 60 feet, reload 0, repeating), Damage 2d6+2+9 piercing plus stupor poisonDivine Innate Spells DC 30 (+4 dmg); 2nd darkness (at will), faerie fire (at will); Cantrips (6th) dancing lights
Defensive Shooter Quara's ranged attacks don't trigger reactions.Poison Weapon [one-action] (manipulate) Requirements Quara is holding a piercing or slashing weapon and has a free hand; Effect Quara applies poison to the weapon.Reloading Trick [one-action] Requirements Quara is holding an unloaded repeating hand crossbow; Effect Quara Interacts to reload the repeating hand crossbow and Strikes with it.Shootist's Draw [one-action] Frequency once per round; Effect Quara Interacts to draw a loaded repeating hand crossbow and Strikes with it, or Strikes with a loaded repeating hand crossbow she's holding and then Interacts to stow it.Skirmishing Dash [two-actions] Quara Strides or Steps, then Strikes. This Strike deals an additional 3d6 damage.