Tiny aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 55 (10d4 + 30)
Speed 20 ft.

9 (-1) 20 (+5) 16 (+3) 18 (+4) 16 (+3) 14 (+2)

Senses darkvision 60 ft., passive Perception 13
Languages Queborrin
Challenge 5 (1,800 XP)


    • Magic Resistance. The queborrin has advantage on saving throws against spells and other magical effects. It also bestows this ability on any host it infests for as long as it is infested. This magic resistance does not apply against the queborrin’s spells.
    • Innate Spellcasting. The queborrin’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


      • Infesting Bite. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 6 (1d2 + 5) piercing damage. On the following round, the queborrin may burrow into its target and wrap around their spinal cord. At this point, the queborrin cannot be safely removed except with a heal, regenerate, or miracle spell.


Dominating Parasite. Queborrin usually enter a host by dominating them and then erasing the memory of its ever entering them. In this way, queborrin can slyly enter a populace raising very few suspicions; and those who do spot such intruders are quickly dealt with by dominated infested hosts. In this way, queborrin can quickly take over entire communities, and have taken over entire worlds in this way-spreading like a vast wave of parasitic misery across an entire population and creating a place of order and safety for the queborrin to infest other worlds.

Spellscorned. Queborrin grant a boon of spell resistance to their hosts; something they carefully veil using suggestion spells if ever the need arises-most hosts put the lack of spells affecting them down to simple destiny-an assumption the queborrin planted there in the first place.

Hive-Minded. Some queborrin are able-through a quirk as yet understood even by the race themselves-to communicate across vast distances; even between planes of existence. These hive-minded queborrin have a shared link with several others that enables those creatures to speak and listen and see everything that goes on between the hive group. The hive-minded queborrin are often feared by their own kind, who hunt them out as aberrations within aberrations. This forces some groups of hive-minded to operate covertly and form even more paranoid groups than standard queborrin.

Metal Clad. Some queborrin have developed-or rather created-metal skins to work from, preferring to shed mortal flesh to enable a form of immortality. These creatures view other queborrin who dwell in flesh as unclean; racially inferior creatures that are above all other foes who must be sought out and slain. The metal skins they develop are only limited by the present technology of the places they inhabit-places they generally soon overpower and destroy.

Metal-clad queborrin have developed complex alchemical methods of reproduction, sometimes on an industrial scale. These queborrin are greatly feared by standard queborrin who reciprocate their race hatred. They operate on a strict hierarchical scale to ensure racial purity drives the queborrin-not personal greed or desire. The leaders of the metal-clad dwell within vast complex machines, and all metal-clad queborrin ensure they have weaponry-knowing their own flesh is weak.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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