Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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).
Ability
Divine Innate Spells
DC 35; 6th teleport (at will, self only); Constant (6th) true seeing
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 33
Ability
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.
Ability
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.
Ability
Rend
claw
Offense
Melee
Circumstance: combat round (melee)
jaws +34 [+29/+24] (chaotic, evil, magical, reach 15 feet), Damage 3d12+17 piercing plus paralytic spittle
Offense
Ranged
Circumstance: combat round (ranged)
spittle +30 [+25/+20] (range 60 feet), Damage 6d6 acid and paralytic saliva
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
telepathy 120 feet
tongues
Perception
greater darkvision
scent (imprecise) 60 feet
true seeing
Resistance
acid 15
Weakness
good 15
lawful 15