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Qurashith

Creature 17 (rare) — aberration, fiend, unholy

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDAERIALaberrationfiend

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; greater-darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages chthonian; 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 holy 15
Speed 20 feet, fly 60 feet

Offense

Melee Jaws (magical, reach-15, unarmed, unholy) +34, Damage 3d12+17 piercing plus Paralytic Saliva
Melee Claw (agile, magical, reach-15, unarmed, unholy) +32, Damage 3d10+15 slashing
Ranged Spittle (unholy) +30, range 60 feet, Damage 6d6 acid plus Paralytic Saliva

Abilities

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. 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 — 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.
RendStrike: 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, attack +27
6th Teleport (At Will, Self Only), True Seeing (Constant)

WORKS WELL WITH

AnvilLANDAn Anvil on the ground pins enemies inside the Weaver's Psychic Howl cone and Frightful Presence aura for sustained debuff coverage.
SniperLANDA Sniper capitalizes on Stupefied and Frightened conditions the Weaver spreads to land effects with reduced enemy save effectiveness.
CrasherLANDA Crasher capitalizes on debilitated enemy saves to secure high-impact attacks while the Weaver controls spacing from the air.

PUNISHES

✖ clumping✖ melee reliance✖ low Will
Stacking multiple Weavers spreads control effects without the direct damage output needed to finish debilitated foes before they recover.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #154: Siege of the Dinosaurs.

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