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QurashithCreature 17


RareCEHugeAberrationFiend
Source Pathfinder #154: Siege of the Dinosaurs
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; Reflex +30; Will +28;
HP 340
Speed 20 feet (fly 60 feet)
Weaknesses Good 15, Lawful 15
Resistances Acid 15

Jaws One Action +34 (+29, +24) to hit (chaotic, evil, magical, reach 15) 3d12+17 Piercing
Claw One Action +32 (+28, +24) to hit (agile, chaotic, evil, magical, reach 15) 3d10+15 Slashing
Spittle One Action +30 (+25, +20) to hit (range 60) 6d6 Acid

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

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 Aura DC 33 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Paralytic Saliva

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 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 One Action

Strike: Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.


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

6th Level: Teleport (At Will, Self Only), True Seeing (Constant)


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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.