Quori, Hashalaq
A faceless man in a deep black hood lies just at the edge of your vision. Tired from spending all night on guard duty, you begin to think your eyes are playing tricks on you. Just as you settle back against the wall, you seem him again. Only this time, your eyes are already closed. As the walls of the guard tower go sailing back away from you and the ceiling grows unbelievably tall overhead, you realize that you are a stuck in a dream. Just not one of your own making.
Quori, Hashalaq
CR 9
XP: 6,400
LE Medium Outsider (evil, extraplanar, lawful, psionic, Quori)
Init: +3; Senses: See in darkness; Perception +19
DEFENSE:
AC: 18, Touch 14, Flat-Footed 14 (+3 Dex, +1 dodge, +4 natural)
HP: 126 (12d10+60)
Fort: +11; Ref: +9; Will: +12
DR: 5 / good
Immune: charm, fear, sleep; Resist: acid 10, cold 10, electricity 10; SR: 23
OFFENSE:
Speed: 40 ft., Fly 40 ft. (perfect)
Melee: Idyllic touch +15 (1d4+1 Wisdom damage plus Brain Lock)
Space: 5 ft.; Reach: 5 ft.
Psi-Like Abilities: (ML 12th, concentration +22)
Constant - Detect Hostile Intent, Empathy
At Will - Empathic Connection (DC 18, affects animal, fey, humanoid, magical beast or monstrous humanoid) Far Hand, Mindlink
3 / day - Body Adjustment (3d12), Ego Whip (DC 20, 2d4 Chr damage), Inertial Armor (+7 AC), Mind Probe (DC 21)
1 / day - Hostile Empathic Transfer (DC 21, up to 70 hit points), Mind Thrust (DC 21, 9d10)
STATISTICS:
Str 14, Dex 16, Con 17, Int 20, Wis 18, Chr 23
Base Atk: +12; CMB: +16; CMD: 29
Feats: Combat Expertise, Combat Manifestation, Dodge, Improved Feint, Lightning Reflexes, Skill Focus (Bluff)
Skills: Autohypnosis +13, Bluff +27, Diplomacy +21, Disguise +25, Fly +11, Intimidate +15, Knowledge (arcana) +20, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nobility) +11, Knowledge (psionics) +20, Knowledge (planes) +20, Perception +19, Sense Motive +19, Spellcraft +20
Languages: Celestial, Common, Draconic, Infernal, Quori, Riedran, telepathy 100 ft.
SPECIAL ABILITIES:
Aligned Natural Weapons (Su): The natural attacks of a hashalaq are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.
Empathic Feedback (Su): Anytime a hashalaq takes hit point damage caused by an opponent (as opposed to terrain or traps), the first 12 points of that damage is dealt back to the opponent. Likewise, anytime a hashalaq is targeted by a mind-affecting effect caused by an opponent (as opposed to magical traps), the opponent suffers the same effect. A successful Will save, DC 22, by the opponent negates this effect. The saving throw DC for this ability is Charisma based.
Familiar Face (Su): Any creature within 60 feet of the hashalaq must make a Will save, DC 20, or see the hashalaq as someone that they know and care strongly about. The exact identity is different for each person viewing the same hashalaq and any actions taken in a non-threatening manner, or in combat but in a manner consistent with the assumed identity, is justified in the mind of the observer to keep the hashalaq appearing as some beloved. This lasts for as long as the viewer is within 60 feet of the hashalaq. Someone that has successfully save against this effect is immune to the Familiar Face ability of that particular hashalaq for 24 hours. The saving throw DC for this ability is Charisma based.
Greater Teleport (Su): On the plane of Dal Quor, hashalaq can use Greater Teleport at will, as the spell (Caster Level 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, including the Material Plane.
Idyllic Touch (Su): The hashalaq attacks by making a melee touch attack that does 1d4+1 points of Wisdom damage. In addition, the victim must make a Will save, DC 22, or be affected by Brain Lock for 1d4+1 rounds, as per the psionic power of the same name. If the hashalaq kills a victim through its idyllic touch, it heals 2d6 points of damage. The saving throw DC for this ability is Charisma based.
Improved Invade Dreams (Su): Those affected by the Nightmare version of the hashalq's Invade Dream ability that fail their saving throw also take 1d4+1 points of Wisdom damage.
Invade Dreams (Su): If the hashalaq physically resides in Dal Quor, then once per day, as a standard action, it can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell (DC 21). In either case, the caster level for this is 9th. When using the Dream option, the hashalaq can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.
Malleable Form (Su): The hashalaq's natural form appears a medium humanoid inside of and composed of a hooded robed that seems hollow. However, the hashalaq can shift its form into any other medium sized humanoid as a free action, acting as Disguise Self, except that this is a polymorph effect and not an illusion. This provides the hashalaq with a +10 competence bonus to Disguise.
Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.
ECOLOGY:
Environment: Dal Quor
Organization: Solitary, pair or team (3-12)
Treasure: Standard
Role: Skill
Source: SoS, pg. 154
Revered among the other quori as loremasters and scholars, the hashalaq are some of the most ancient of the quori. Tasked with the job of scouring the dreamscapes of Dal Quor in search of worthy targets for possession, as well as coordinating the combined effects of the Quori and the Inspired on Eberron, they are the necessary cogs in the wheel of the dream machine. They prefer deception to combat and will go to great lengths in order to make sure that if a confrontation is needed, that it is done from an overwhelming ambush.