Qorrashi/pf: Difference between revisions
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3/day—''cone of cold'' (DC 17), ''ice storm''<br> | 3/day—''cone of cold'' (DC 17), ''ice storm''<br> | ||
1/day—''create food and water'', ''gaseous form'' (up to 1 hour), ''major creation'' (created vegetable matter is permanent), ''persistent image'' (DC 17), ''wind walk'' | | | 1/day—''create food and water'', ''gaseous form'' (up to 1 hour), ''major creation'' (created vegetable matter is permanent), ''persistent image'' (DC 17), ''wind walk'' | | | ||
cl = | cl = 14 | | ||
str = 20 | | str = 20 | | ||
dex = 17 | | dex = 17 | |
Revision as of 04:24, 8 March 2010
Qorrashi
CR 6 (2400 XP)
Always LN Large outsider (Cold, Extraplanar (Ice), Lawful)
Init +7; Senses darkvision 60 ft.; Perception +12
Aura chill Defense AC 18, touch 12, flat-footed 15 (-1 size, +3 Dex, +6 natural)
hp 59 (7d10+21)
Fort +8, Ref +5, Will +7
Immune cold Weaknesses vulnerability to fire Offense Speed 30 ft., fly 60 ft. (perfect) Melee 2 slams +11 (1d8+5 plus 1d6 cold) Space 10 ft.; Reach 10 ft. Special Attacks chill, frostbite
Spell-Like Abilities (CL 14th; concentration +16): At will—endure elements, invisibility (self only) 3/day—cone of cold (DC 17), ice storm Statistics Str 20, Dex 17, Con 16, Int 14, Wis 15, Cha 15 Feats Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack
Skills Bluff +12, Diplomacy +12, Fly +19, Intimidate +12, Perception +12, Stealth +9, Sense Motive +12, Spellcraft +12
Skill Points 56 Languages Aquan, Auran, Celestial, Common; telepathy 100 ft. SQ icewalking, outsider traits, plane shift Ecology
Environment Paraelemental Plane of Ice
Organization Solitary, pair, company (3-4), or band (6-15)
Treasure Standard
Special Abilities |
Chill (Ex): In addition to its normal slam damage, a qorrashi deals an extra 1d6 points of cold damage with a successful melee attack.
Frostbite (Ex): A creature that sustains any cold damage from a qorrashi's melee attacks must make a DC 16 Fortitude save or become frostbitten. Creatures suffering from frostbite are fatigued (cannot run or charge; -2 penalty to Strength and Dexterity). These penalties end when the cold damage is healed by any means. The save DC is Constitution-based.
Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces. A qorrashi can move normally on any icy surface.
Plane Shift (Sp): Like other genies, a qorrashi can enter any of the elemental planes, the Ethereal Plane, or the Material Plane. This ability transports the qorrashi and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Strategies and Tactics
A qorrashi will always prefer to use physical means of combat before magical, though they do use magical abilities to soften up their foes before moving in for the true fight. They are quick to flee from a fight that turns against them.
Qorrashi Lore
DC | Result |
---|---|
16 | This creature is a qorrashi, a genie native to the plane of Ice. This result reveals all outsider, cold, and lawful traits. |
21 | A qorrashi is constantly surrounded by an aura of cold, causing any hit by them to suffer frostbite. Qorrash speak Aquan, Auran, and Celestial in addition to Common, and can communicate telepathically with any beings that speak a language. |
26 | Qorrash have a number of magical abilities related to ice or cold, though they prefer to use these only to weaken an opponent before finishing them off with pummeling blows. |
Reference
- Frostburn, pp.131-132