Quori, Tsucora

A massive serpentine form writhes toward you, bearing two long pincers on the end of human-like arms, but without any other feature even remotely human. The fleshy hump where the shoulders meet the snake-like body is covered in a variety of eyes, each a different color and type. The faintest hint of nostrils are seen, but where a mouth should be, there is only a reddish, pulsing glow. Along the length of its body are six, short, stubby claws and at the end, a wicked barbed stinger that shows a faint transparency along the tip. Suddenly, your mind is assaulted by the pressure of someone yelling too loud, but your ears are left perfectly fine.

"I... know... you... can... hear... me... mortal. You... should... have... left... well... enough... alone."

Grasping at your ears in a futile attempt to shut the beast out of your mind, you look up in time to realize that one of those horrid, hundred eyes is the same clear, sparkling blue of your late wife. Now, you know exactly what had made her slit her own throat in your bed last night... and she might have had the right idea.

Quori, Tsucora

CR 7

XP: 3,200

LE Medium Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)

Init: +2; Senses: see in darkness; Perception +17

DEFENSE:

AC: 18, Touch 12, Flat-Footed 16 (+2 Dex, +6 natural)

HP: 57 (6d10+24)

Fort: +9; Ref: +6; Will: +9

DR: 5 / good

Immune: fear, charm, sleep; Resist: acid 10, cold 10, electricity 10; SR: 17

OFFENSE:

Speed: 50'

Melee: 2 Pincers +9 (1d8+3), 4 claws +7 (1d3+1) and sting +7 vs melee touch (1d4+1 plus terrifying sting)

Space: 5 ft.; Reach: 5 ft.

Psi-Like Abilities: (ML 6th, concentration +9)

3/day - Body Equilibrium, Far Hand, Inertial Armor, Psionic Scent

1/day - Body Adjustment, Empathic Connection (DC 14), Id Insinuation (DC 15), Mindlink, Recall Agony (DC 15)

STATISTICS:

Str 17, Dex 15, Con 18, Int 17, Wis 18, Chr 17

Base Atk: +6; CMB: +9; CMD: 21

Feats: Ability Focus (terrifying sting), Lightning Reflexes, Multiattack

Skills: Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (planes) +12, Knowledge (psionics) +12, Perception +17, Sense Motive +13, Spellcraft +12, Stealth +11; Racial Modifiers: +4 Perception

Languages: Common, Reidran, Quori, telepathy 100 ft.

SPECIAL ABILITIES:

Aligned Natural Weapons (Su): The natural attacks of a tsucora are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.

Greater Teleport (Su): On the plane of Dal Quor, tsucora 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.

Invade Dreams (Su): If the tsucora 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 18). In either case, the caster level for this is 9th. When using the Dream option, the tsucora 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.

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.

Terrifying Sting (Su): The sting of a tsucora drives home the worst fears into the victim, as if he was affected by the Phantasmal Killer spell. On a successful melee touch attack, the victim must make a Will save, DC 18 to disbelieve the illusion. If this fails, then the victim must make a Fortitude save, same DC, or die of fright. If the Fortitude save is successful, the victim only takes 3d6 points of points of damage. If the tsucora manages to successfully kill a target with its sting, it heals back 3d6 points of damage. This ability is Charisma-based and includes the benefit from the Ability Focus (terrifying sting) feat.

ECOLOGY:

Environment: Dal Quor

Organization: Solitary, pair or team (3-5)

Treasure: Standard

Role: Skill

Source: ECB, pg. 296

Despite being the most numerous and physically weakest of the true quori, tsucora are also the most likely to be encountered. Sent to the Material Plane as scouts and infiltrators, tsucora have an affinity for finding out the secrets needed to break the resolve of even the most stalwart foe. Given enough time, they will worm their way into the minds of local leaders, clergy and other positions of power; all part of the slow, unyielding expanse of the Inspired's influence.

Should a tsucora ever have to get into direct confrontation outside of a mortal host, it is almost always because its identity has been discovered. Thus, it begins with retreating into the darkest area available, hoping to break line of sight and using Inertial Armor to provide it with a +4 armor bonus to its AC. If this includes using the terrain to separate itself from its attackers, it will use Body Equilibrium to move over water or the surfaces too fragile to normally walk on. Once it has the opportunity to study its foes, the tsucora uses Psionic Scent to learn about the whole group. If possible, it will call for reinforcements, using Mindlink to contact whomever it was last controlling within the past hour. If help is not forthcoming, then it uses a combination of Far Hand to distract, Id Insinulation and Empathic Connection on the least willful opponents and its own stealth to separate a group. Only once a single target is far enough away that it could possible strike and safely full attack the following round does the tsucora come out to face the battle. After an initial strike with its pincers, it continues to full attack on one opponent using its claws and stinger to kill, while keeping its pincers ready for attacks of opportunity.

Tsucoras are cautious killers, however. If the opposition starts to surround it, it will retreat back into a place to hide. Recall Agony is only used on opponents that successfully maintain a distance, such as spellcasters, and then only when it is mostly likely to disrupt some important spellcasting. It only uses Body Adjustment when it is clear that death is imminent, at which point, it completely retreats from the fight.