Hashalaq Quori (CR 6)
AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hit Dice: 8d8+24 (60 hp)
Fort +9, Ref +9, Will +10
Speed: 40 ft., fly 40 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Touch +10 melee
Full Attack: Touch +10 melee
Damage: Touch 1d4+1 Wisdom damage plus brain lock
Special Attacks/Actions: Euphoric touch, intimate knowledge, possession, psi-like abilities
Abilities: Str 14, Dex 16, Con 17, Int 20, Wis 18, Cha 13
Special Qualities: DR 5/good, greater teleport, immunities, outsider traits, power resistance 19, resistance to acid 10, cold 10, and fire 10, telepathy, tongues
Feats: Inquisitor; Negotiator; Persuasive
Skills: Autohypnosis +17, Bluff +6, Concentration +14, Diplomacy +13, Disguise +12, Gather Information +9, Intimidate +1, Knowledge (arcana) +16, Knowledge (history) +10, Knowledge (local) +16, Knowledge (nobility and royalty) +16, Knowledge (psionics) +18, Knowledge (religion) +10, Knowledge (the planes) +16, Listen +10, Psicraft +16, Sense Motive +15, Spellcraft +13, and Spot +10
Advancement: 9-16 HD (Medium)
Climate/Terrain: Dal Quor
Organization: Solitary or pair
Euphoric Touch (Su): The touch of a hashalaq floods its victim with sensations of joy and pleasure - feelings so intense they can destroy the victim's mind. Whenever a hashalaq makes a successful melee touch attack, it deals 1d4+1 points of Wisdom damage instead of normal bit point damage. In addition, the victim must succeed at a DC 15 Will save or suffer the effects of brain lock for 1d4+1 rounds. If the victim's Wisdom drops to 0, the victim suffers a catastrophic cerebral overload and dies. This is a mind-affecting effect, and the save DC is Charisma-based.
When it slays a victim with this attack, the hashalaq immediately heals 2d6 points of damage. A character killed by a hashalaq in his dream suffers 1d4+1 points of Wisdom damage when he awakens, as well as the effects of a nightmare spell.
Intimate Knowledge (Su): A hashalaq quori has an intuitive awareness of the emotions and thoughts of the creatures in its vicinity. This continuous ability functions as the empathy and detect hostile intent powers, but it affects a 60-foot radius centered on the quori. As a free action, the hashalaq can focus this power on a single individual. The target may make a DC 15 Will save to resist this effect. If the target fails its save, the hashalaq gains a +2 insight bonus to AC against attacks made by the target and a +2 insight bonus on attack and damage rolls made against the target. The hashalaq does not have to concentrate to maintain this effect, but it loses its broader awareness when concentrating on a single individual. The intimate knowledge ability of the hashalaq also provides it with a +2 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.
This is a mind-affecting ability. The save DC is Charisma-based.
Psi-Like Abilities: At will - far hand; 3/day - body adjustment, inertial armor, mind probe; 1/day - dream, hostile empathic transfer, metamorphosis. Manifester level 8th. Dream is as the spell of the same name.
Skills: A hashalaq quori receives a +10 bonus on Disguise checks when it uses metamorphosis.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).