Qurashith
Level 17Attacks
Abilities
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 failu
90 feet. DC 33 will
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 (Slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes Paralyzed for 1 round.
The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot area 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 .
Strike : Claw
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.