Eberron Rising From the Last War

(Nancy Kaufman) #1
!SUCORA Quo_R_I __
Tsucora quori are nightmarish creatures. Their head­
less torsos are covered with eyes and twitching limbs,
including two massive arms that end in powerful pin­
cers, and a serpentine tail tipped with a vicious stinger.
They are cruel and calculating, enjoying the power they
wield over others as they concoct elaborate schemes to
advance their own positions and discredit their rivals.
Relentless Schemers. Constantly jockeying for posi­
tion, each tsucora hopes to be reincarnated as a more
powerful servant of the Dreaming Dark. As such, their
plans are as often focused on the ruination of competi­
tors as they are on the furthering of il-Lashtavar's plans.
When they aren't serving in the cities of their nightmare
realm, they hunt the dreaming spirits of mortals.
Fearmongers. Their ability to manipulate the fears of
mortals sees tsucoras often sent to Eberron as Inspired.
Nothing keeps humanoid chattel in line like fear, and
the tsucoras are the masters of manipulating the un­
certainty of mobs and high-ranking officials alike. The
effectiveness of tsucora Inspired keeps the members of
this order in the good graces of the kalaraq quori.

Tsucora Quori

Medium aberration, lawfu l evil

Armor Class 16 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 40 ft.

STR
17 (+3)

DEX
14 (+2)

CON
18 (+4)

Saving Throws Wis +5, Cha +6
Skills Insight +5, Perception +5
Damage Resistances psychic

INT
14 (+2)

WIS
14 (+2)

Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Quori
Challenge 7 (2,900 XP)


CHA
16 (+3)

Innate Spellcasting (Psionics). The quori's spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following
spells, requiring no components:

At will: charm person
l/day:fe ar


ACTIONS


Multiattack. The quori makes three attacks: one pincer attack,
one attack with its claws, and one stinger attack.


Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (ldlO + 3) bludgeoning damage. The target is grappled


•••











(escape DC 14 ) if it is a Large or smaller creature. The quori has
two pincers, each of which can grapple one target.
Claws. Melee We apon Attack: + 6 to hit, reach 5 ft., one target.
Hit: 13 (4d4 + 3) slashing damage.
Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one crea­
ture. Hit: 8 (ldlO + 3) piercing damage plus 10 (3dl0) psychic
damage, and the target must succeed on a DC 14 Wisdom
saving throw or be frightened of the quori for 1 minute. The tar­
get can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Possession (Recharge 6). One humanoid that the quori can see
within 5 feet of it must succeed on a DC 14 Charisma saving
throw or be possessed by the quori; the quori then disappears,
and the target is incapacitated and loses control of its body.
The quori now controls the body but doesn't deprive the target
of awareness. The quori can't be targeted by any attack, spell,
or other effect, and it retains its alignment, Intelligence, Wis­
dom, Charisma, and immunity to being charmed and fright­
ened. It otherwise uses the possessed target's statistics, but
doesn't gain access to the target's knowledge, class features,
or proficiencies.
The possession lasts until the body drops to 0 hit points, the
quori ends it as a bonus action, or the quori is forced out by an
effect like the dispel evil and good spell. When the possession
ends, the quori reappears in an unoccupied space within 5 feet
of the body. The target is immune to this quori's Possession
for 24 hours after succeeding on the saving throw or after the
possession ends.

CHAPTER 6 / FRIENDS AND FOES
Free download pdf