Qurashith.json 13 KB

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  1. {
  2. "ac": 40,
  3. "alignment": "CE",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 6,
  7. "constitution": 6,
  8. "creature_ability": [
  9. "Adhesive Body",
  10. "Frightful Presence",
  11. "Paralytic Spittle",
  12. "Psychic Howl",
  13. "Rend"
  14. ],
  15. "creature_family_markdown": "",
  16. "dexterity": 7,
  17. "exclude_from_search": false,
  18. "fortitude_save": 29,
  19. "hp": 340,
  20. "hp_raw": "340",
  21. "id": "creature-532",
  22. "image": [
  23. "/Images/Monsters/Qurashith.png"
  24. ],
  25. "intelligence": -1,
  26. "language": [
  27. "Abyssal",
  28. "telepathy 120 feet, <%SPELLS%340%%><i>tongues</i><%END>"
  29. ],
  30. "language_markdown": "[Abyssal](/Languages.aspx?ID=12); telepathy 120 feet, [_tongues_](/Spells.aspx?ID=340)",
  31. "level": 17,
  32. "markdown": "<title level=\"1\" pfs=\"\">[Qurashith](/Monsters.aspx?ID=532)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nQurashith—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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Aberration](/Rules.aspx?ID=563)**\r\n([Occultism](/Skills.aspx?ID=11)): DC 41\r\n\r\n**[Recall Knowledge - Fiend](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 41\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 39\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 36\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Qurashith.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 17\">[Qurashith](/Monsters.aspx?ID=532)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=70\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 82</row>\n\n**Perception** +33; greater darkvision, scent (imprecise) 60 feet, [_true seeing_](/Spells.aspx?ID=344)\r\n\r\n**Languages**\r\n[Abyssal](/Languages.aspx?ID=12); telepathy 120 feet, [_tongues_](/Spells.aspx?ID=340)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +30, [Athletics](/Skills.aspx?ID=3) +32, [Deception](/Skills.aspx?ID=5) +29, [Stealth](/Skills.aspx?ID=15) +32, [Survival](/Skills.aspx?ID=16) +28\r\n\r\n<row gap=\"medium\">\r\n**Str** +9\r\n\r\n**Dex** +7\r\n\r\n**Con** +6\r\n\r\n**Int** -1\r\n\r\n**Wis** +5\r\n\r\n**Cha** +6\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 40 \r\n\r\n**Fort** +29 \r\n\r\n**Ref** +30 \r\n\r\n**Will** +28 \n\n</row>\r\n\r\n**HP** 340\n\n**Resistances**\r\nacid 15\r\n\r\n**Weaknesses**\r\ngood 15, lawful 15\r\n\r\n**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](/Conditions.aspx?ID=24). 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](/Actions.aspx?ID=79) action to try to free itself from the monster (DC 31).<br /> [**Frightful Presence**](/MonsterAbilities.aspx?ID=17) ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) 90 feet, DC 33\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 20 feet, fly 60 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\njaws +34 ([Chaotic](/Traits.aspx?ID=25), [Evil](/Traits.aspx?ID=64), [Magical](/Traits.aspx?ID=103), [reach 15 feet](/Traits.aspx?ID=192)),\r\n**Damage** 3d12+17 piercing plus paralytic spittle\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nclaw +32 ([Agile](/Traits.aspx?ID=170), [Chaotic](/Traits.aspx?ID=25), [Evil](/Traits.aspx?ID=64), [Magical](/Traits.aspx?ID=103), [reach 15 feet](/Traits.aspx?ID=192)),\r\n**Damage** 3d10+15 slashing\r\n\r\n**Ranged**\r\n<actions string=\"Single Action\" />\r\nspittle +30 ([range 60 feet](/Traits.aspx?ID=248)),\r\n**Damage** 6d6 acid and paralytic saliva\r\n\r\n**Divine Innate Spells** DC 35\r\n- **6th**\r\n[Teleport](/Spells.aspx?ID=338) (at will, self only)\r\n- **Constant (6th)**\r\n[True Seeing](/Spells.aspx?ID=344)\r\n\r\n**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](/Conditions.aspx?ID=35) for 1d4 rounds (slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes [paralyzed](/Conditions.aspx?ID=28) for 1 round.\r\n\r\n**Psychic Howl** <actions string=\"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](/Conditions.aspx?ID=37) 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.\r\n\r\n**[Rend](/MonsterAbilities.aspx?ID=30)** <actions string=\"Single Action\" /> claw\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Many-Minded Beings</title>\r\n\r\nDespite 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.\r\n</aside>",
  33. "name": "Qurashith",
  34. "npc": false,
  35. "perception": 33,
  36. "rarity": "rare",
  37. "reflex_save": 30,
  38. "release_date": "2020-04-29",
  39. "resistance": {
  40. "acid": 15
  41. },
  42. "resistance_markdown": "acid 15",
  43. "resistance_raw": "acid 15",
  44. "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=70\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 82</row>\n\n<row gap=\"medium\">\r\n**HP** 340\r\n\r\n**AC** 40\r\n\r\n**Fort** +29\r\n\r\n**Ref** +30\r\n\r\n**Will** +28\r\n\r\n**Perception** +33\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nQurashith—or “gluttonwings” in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark’s cavern-worlds. These …\r\n</summary>",
  45. "sense": "greater darkvision, scent (imprecise) 60 feet, true seeing ",
  46. "sense_markdown": "greater darkvision, scent (imprecise) 60 feet, [_true seeing_](/Spells.aspx?ID=344)",
  47. "size": [
  48. "Huge"
  49. ],
  50. "skill": [
  51. "Acrobatics +30",
  52. "Athletics +32",
  53. "Deception +29",
  54. "Stealth +32",
  55. "Survival +28"
  56. ],
  57. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +30, [Athletics](/Skills.aspx?ID=3) +32, [Deception](/Skills.aspx?ID=5) +29, [Stealth](/Skills.aspx?ID=15) +32, [Survival](/Skills.aspx?ID=16) +28",
  58. "source": [
  59. "Pathfinder #154: Siege of the Dinosaurs"
  60. ],
  61. "source_raw": [
  62. "Pathfinder #154: Siege of the Dinosaurs pg. 82"
  63. ],
  64. "source_category": "Adventure Paths",
  65. "source_group": "Extinction Curse",
  66. "source_markdown": "<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 82</row>",
  67. "speed": {
  68. "fly": 60,
  69. "land": 20,
  70. "max": 60
  71. },
  72. "speed_markdown": "20 feet, fly 60 feet",
  73. "speed_raw": "20 feet, fly 60 feet",
  74. "spell": [
  75. "Teleport",
  76. "True Seeing"
  77. ],
  78. "spell_markdown": "[Teleport](/Spells.aspx?ID=338), [True Seeing](/Spells.aspx?ID=344)",
  79. "spoilers": "Extinction Curse",
  80. "stealth": "32",
  81. "strength": 9,
  82. "strongest_save": [
  83. "ref",
  84. "reflex"
  85. ],
  86. "summary": "Qurashith—or “gluttonwings” in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark’s cavern-worlds. These …",
  87. "summary_markdown": "Qurashith—or “gluttonwings” in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark’s cavern-worlds. These …",
  88. "text": " 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 Unspecific Lore : DC 39 Specific Lore : DC 36 Qurashith 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 Action jaws +34 (Chaotic, Evil, Magical, reach 15 feet), Damage 3d12+17 piercing plus paralytic spittle Melee Single Action claw +32 (Agile, Chaotic, Evil, Magical, reach 15 feet), Damage 3d10+15 slashing Ranged Single Action spittle +30 (range 60 feet), Damage 6d6 acid and paralytic saliva Divine 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 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 Action claw 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. ",
  89. "trait": [
  90. "Aberration",
  91. "Fiend",
  92. "Rare",
  93. "CE",
  94. "Huge"
  95. ],
  96. "trait_markdown": "[Aberration](/Traits.aspx?ID=1), [Fiend](/Traits.aspx?ID=70), [Rare](/Traits.aspx?ID=137)",
  97. "trait_raw": [
  98. "Aberration",
  99. "Fiend",
  100. "Rare"
  101. ],
  102. "type": "Creature",
  103. "url": "/Monsters.aspx?ID=532",
  104. "vision": "Greater darkvision",
  105. "weakest_save": [
  106. "will"
  107. ],
  108. "weakness": {
  109. "good": 15,
  110. "lawful": 15
  111. },
  112. "weakness_markdown": "good 15, lawful 15",
  113. "weakness_raw": "good 15, lawful 15",
  114. "will_save": 28,
  115. "wisdom": 5
  116. }