Qiqirn, Tormented

Large fiend, chaotic evil

Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 8 (-1) 15 (+2) 13 (+1)

Saving Throws Dex +6, Con +8, Wis +6
Skills Perception +6, Stealth +10
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but can’t speak, telepathy 60 ft.
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Aura of Pain. At the start of each of the qiqirn’s turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll.
  • Keen Smell. The qiqirn has advantage on Wisdom (Perception) checks that rely on smell.
  • Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature’s Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can’t be frightened by that creature for the next 24 hours.

ACTIONS

  • Multiattack. The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be forced prone.
  • Spiteful Howl. The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • Unnerving Whispers (Recharge 5-6). The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

  • Protective Spirits. When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result.

ABOUT

Qiqirn live in remote arctic regions to avoid excessive contact with humanoids, but they can’t resist warm hearths and the easy prey in livestock pens. No matter how much a qiqirn tries to avoid civilization, eventually it accrues enough souls and becomes a tormented qiqirn. Though qiqirn can never be freed of the quirk that draws damned souls to them, they can be freed of the souls burdening them by putting those souls to rest. Ankou, in particular, are adept at releasing the qiqirn of its burden of souls, and ankou soul heralds often assign soul seekers to areas inhabited by qiqirn to ensure the souls get the proper respite and that the qiqirn doesn’t become tormented.

A tormented qiqirn can be freed of its burden of souls only by an ankou soul herald or a wish spell. If freed of its burden, a tormented qiqirn shrinks back into its standard form.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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