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Qurashith

Creature 17 (rare) — aberration, fiend, unholy

Pre-Remaster content. May include legacy alignment.

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 web

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +33
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 holy 15
Speed 20 feet, fly 60 feet

Offense

Melee Jaws +34, Damage 3d12+17 piercing
Melee Claw +32, Damage 3d10+15 slashing
Ranged Spittle +30, Damage 6d6 acid

Abilities

Constant Spells — Constant Spells
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 Will Frightful Presence
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 — 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 — Strike : Claw Rend

Spells

Teleport (At Will, Self Only) (rank 6)
True Seeing (Constant) (rank 6)

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