Qurashith
Good and lawful weapons hurt this thing more than most, but any blade or fist that connects first risks getting stuck fast to its clinging body.
A glistening, gluey horror that swallows whatever touches it. Blades, fists, and limbs alike sink into the qurashith's clinging body and refuse to come free.
In play
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.
Level 17
Perception +33 · Senses 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 | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +9 | +7 | +6 | -1 | +5 | +6 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 40 | +29 | +30 | +28 |
HP 340 · Resistances acid 15 · Weaknesses good 15, lawful 15
Speed 20 feet, fly 60 feet
Actions
- Melee Jaws [Single Action] +34 (reach 15 ft, Chaotic, Evil, Magical), Damage 3d12+17 piercing
- Melee Claw [Single Action] +32 (reach 15 ft, Agile, Chaotic, Evil, Magical), Damage 3d10+15 slashing
- Ranged Spittle [Single Action] +30 (range 60 ft), Damage 6d6 acid