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Qlippoth, Khorazim

Qlippoth, Khorazim
“Count Magnus and his Familiar”  © Richard Svensson. See more at his deviantArt page here

Taken from Creature Codex

The name for this creature is taken from the Biblical city of Chorazin, which is rebuked by Jesus in the Book of Matthew. In the story, this is where Count Magnus makes his dark pacts and presumably receives his notorious familiar.]

From under its voluminous robes, one could mistake this small creature for a halfling or a human child. But as it shrugs them off, its form—a mass of greasy tentacles woven into a mockery of human shape—becomes all too apparent. Its oblate head is dotted with irregularly placed orange eyes, and a gash of a mouth opens in a smile, revealing needle-sharp teeth.

The insane and nihilistic qlippoth generally have little reason to interact with mortals beyond killing them. The exceptions to this rule are the khorazim, which enjoy spying on mortal affairs and manipulating events. These manipulations generally take the form of influencing others to spread their aims of mass slaughter and destruction, and few are the mortal associates of khorazim who are not violent maniacs themselves.

Due to their humanoid frames, khorazim are often found walking mortal lands hooded and cloaked, disguised as mortals themselves. The occasional slip of tentacles emerging beneath the robe puts the lie to that guise for careful observers, and khorazim prefer to show their full foulness when engaged in bloody business. Unlike most qlippoth, khorazim have an affinity for the walking dead, and enjoy raising slaughtered foes to serve them as undead servants.

Khorazim             CR 9

XP 6,400
CE Small outsider (chaotic, evil, extraplanar, qlippoth)

Init +8; Senses darkvision 60 ft., Perception +16Defense

AC 21, touch 15, flat-footed 17(+1 size, +4 Dex, +6 natural)

hp 115 (11d10+55)
Fort +8; Ref +11, Will +9

DR 5/cold iron and lawful; Immune acid, cold, poison, mind-affecting effects; Resist electricity 10, fire 10

Offense

Speed 30 ft.
Melee 2 slams +16 (1d6+3/19-20 plus grab), bite +16 (1d4+3)

Special Attacks drink soul, grab (Medium creatures), horrific appearance, sneak attack +2d6

Spell-like Abilities CL 11th, concentration +18

3/day—ghoul touch (DC 15), invisibility

1/day—animate dead, confusion (DC 17), desecrate, dimension door
Statistics

Str 16, Dex 19, Con 20, Int 13, Wis 15, Cha 16

Base Atk +11; CMB +13 (+17 grapple); CMD 27
Feats Combat Casting, Critical Focus, Improved Critical (slam), Improved Initiative, Step Up, Weapon Finesse

Skills Acrobatics +18, Bluff +17, Diplomacy +12, Disguise +11, Intimidate +17, Perception +16, Sense Motive +16, Stealth +22
Languages Abyssal, Common, telepathy 100 ft.

Ecology

Environment The Abyss

Organization solitary, pair or procession (1-2 plus 10-40 HD of skeletons and zombies)

Treasure standard

Special Abilities

  • Drink Soul (Su) Every round a khorazim maintains a grapple it deals 2 negative levels to the grappled opponent. A successful DC 18 Fortitude save removes the negative levels 24 hours after they are inflicted. The save DC is Charisma based.
  • Horrific Appearance (Su) As a standard action, a khorazim can revel in its foul appearance, assaulting the minds of all those who can see it within 30 feet. All creatures in the area must make a DC 18 Will save or succumb to paranoia. A paranoid creature suffers a -4 penalty to all Will saves and Charisma-based skill checks, cannot benefit from the aid another action and cannot accept aid or healing without succeeding a DC 18 Will save. Paranoia is difficult to recover from. A creature suffering from paranoia can make a DC Will save every week; success indicates that the save DC is reduced by a number equal to the creature’s Charisma bonus (minimum +1). A restoration spell reduces the save DC of paranoia by a number equal to the caster level, whereas greater restoration, heal, limited wish, wish or miracle will remove paranoia completely. The save DC is Charisma based. This is a mind-affecting gaze attack.
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