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QorminturCreature 16


UniqueLEMediumDuergarDwarfHumanoid
Source Pathfinder #155: Lord of the Black Sands
Perception +29 (darkvision)
Languages Common, Dwarven, Elven, Undercommon
Skills Acrobatics +29, Crafting +32, Deception +25, Occultism +28, Lore +28, Society +30, Stealth +27, Survival +27
Str +2, Dex +5, Con +3, Int +6, Wis +3, Cha +1

AC 39; Fort +28; Reflex +30; Will +26; +2 status to all saves vs. magic
HP 295
Speed 20 feet
Resistances Poison 15

Shortsword One Action +32 (+28, +24) to hit (agile, finesse, mental, versatile s) 3d6+11 Piercing
Acid Flask One Action +32 (+27, +22) to hit (range increment 60, splash 10) 7 Acid
Alchemist's Fire One Action +32 (+27, +22) to hit (range increment 60, splash 10) 3d8+6 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Infused Items

Qormintur carries the following infused items: 6 Greater Acid Flasks, 6 Greater Alchemist's Fires, 2 Major Antidotes, and 2 Greater Elixirs of Life.

These items last for 24 hours, or until the next time Qormintur makes her daily preparations.

+2 Status to All Saves vs. MagicIron Mind

Qormintur automatically disbelieves all illusions of 8th level or lower.

Juggernaut

When Qormintur rolls a success on a Fortitude save, she gets a critical success instead.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Bomber

When throwing an alchemical bomb with the splash trait, Qormintur can choose to deal splash damage to her primary target only, rather than dealing the usual splash damage.

Dire Warning One Action (mental, auditory, concentrate, emotion, linguistic)

Qormintur reminds others of the punishments Shraens mete out for failure. Qormintur and all allies within 60 feet of her gain a +1 status bonus to attack rolls and damage rolls until the end of Qormintur's next turn.

Effect: Dire Warning

Quick Bomber One Action

Qormintur Interacts to draw an alchemical bomb, then Strikes with it.

Sticky Poison One Action (manipulate)

Requirements Qormintur is wielding a piercing or slashing weapon and has a free hand

Cost 1 batch of infused reagents


Effect Qormintur applies reagents to the weapon. The weapon deals an additional 2d10 poison damage for 1 minute.

Uncanny Bombs

Qormintur's range increment for bombs is 60 feet. She reduces any circumstance bonus to the target's AC from cover by 1, and she automatically succeeds at the flat check when she targets a Concealed creature.


Occult Innate Spells (DC 35, +27 to hit)

2nd Level: Enlarge (Self Only), Invisibility (Self Only)


When Qormintur was just 10 years old, her family decided to sell their business in a small duergar settlement and look for new opportunities in the Darklands city of Hagegraf. A few days after departing, duergar slavers attacked their caravan, murdered her father, and captured everyone else. Qormintur was sold as a slave in Shraen, and she never found out where her mother or siblings were taken. She did discover, however, that one of her father's business rivals had blackmailed her parents to leave, and the same duergar had arranged for the slavers to attack the caravan. The memories of that betrayal and the loss of her family still haunt her, and her deepest desire is to get her revenge.

When she arrived in Shraen, Qormintur was first taken to the city's slave pens to be sold as a laborer, personal attendant, or fodder for one of Shraen's undead nobles. Despite the hopelessness, fear, and anxiety she witnessed in the slave pens of Shraen, her spirit never broke. When she was brought to auction, a sadistic vampire named Zihain Shraen attempted to purchase her (and likely make her one of his many playthings). The mummy Dyzallin Shraen outbid the vampire; Qormintur believes that pity or compassion caused Dyzallin to save her from a fate worse than death, but in truth, Dyzallin simply wanted to spite Zihain.

During her first few years as Dyzallin's slave, the ancient drow never failed to remind Qormintur that he had saved her, and that her life was his to take if she ever disobeyed him. At first, Qormintur resented Dyzallin, but as years turned into decades, a strange bond of mutual trust formed between the soulless drow and the young duergar. In a city where trust was a commodity harder to come by than adamantine or diamonds, Dyzallin formed a bond with his servant. Dyzallin kept her close to him and encouraged her personal interests in alchemy. As a reward for her service, Dyzallin has promised to transform her into a mummy. So far, she hasn't considered the offer very seriously; after all, at barely a century old, she's young for a duergar.

Appearances matter in Shraen, so despite Qormintur's trusted position, Dyzallin still makes her display her slave brands on her forearms. As Dyzallin's seneschal, Qormintur takes care of many administrative tasks for him, including buying and selling magic items and other slaves. This position has often put her into contact with the same duergar slavers who once brought ruin to her family. For now, she is forced to hide her feelings, but when the opportunity presents itself, she will not hesitate to exact her revenge. She is more than capable of doing just that-Qormintur is a potent combat alchemist and often leads Dyzallin's forces against urdefhans and other threats. Dyzallin tasked Qormintur with marshalling his forces from Shraen to the lost pyramid of Xul-Khundur, and with securing the site so Dyzallin could study the magic orb at the pyramid in peace. After Dyzallin returned to Shraen with the orb, Qormintur organized guards and has continued her master's research to unearth more of the pyramid's secrets. This research hasn't met with many results so far, and Qormintur is starting to get bored and to wonder whether she's been abandoned. Despite her loyalty to Dyzallin, Qormintur is painfully aware that she doesn't really belong in Shraen, but also that she can never return to her people. Now that she has spent time outside of Shraen and out of Dyzallin's domineering presence, a new thirst for independence is brewing inside her.

Qormintur is a lean, young duergar woman who wears a fine blue cloak over beautifully crafted mithral armor. Her forearms bear sinister-looking brands that match those on her armor and cloak; these brands mark her and her equipment as property of Dyzallin. Her eyes are cold and betray a hint of sadness.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.