of the Frozen Wastes
Outsider (Cold, Lawful)
ft., fly 60 ft. (perfect)
(-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
1d8+7 plus 1d6 cold
ft. by 5 ft./10 ft.
frostbite, spell-like abilities
subtype, icewalking, plane shift, telepathy
+8, Ref +8, Will +7
20, Dex 17, Con 16, Int 14, Wis 15, Cha 15
+9, Concentration +10, Diplomacy +6, Escape Artist +10, Intimidate
+11, Knowledge (any one) +9, Listen +9, Move Silently +10, Sense Motive
+9, Spellcraft +9, Spot +9
Casting, Combat Reflexes, Dodge, Improved Initiative
pair, company (3-4), or band (6-15)
HD (Large); 11-21 HD (Huge)
of the djinn, qorrash (singular qorrashi) are elemental spirits of cold
appears as a pale blue-skinned humanoid with noble features, and its skin
is laced with frost like a window in wintertime. Males tend to be bald
but wear elegant white goatees, while females wear their white hair long.
They are surrounded by an aura of frigid cold noticeable even in the coldest
is about 10 1/2 feet tall and weighs about 1,000 pounds. Qorrash speak
Auran, Celestial, Common, and Ignan.
are rather fonder of physical combat than their djinn cousins, though
they still use their magical abilities to soften up their foes. They are
quick to flee combat that turns against them.
(Ex): In addition to its normal slam damage, a qorrashi deals 1d6
points of additional cold damage with a successful attack.
(Ex): A creature that sustains any cold damage from a qorrashi's melee
attacks suffers from frostbite and is fatigued (cannot run or charge;
-2 penalty to Strength and Dexterity). These penalties end when the cold
damage is healed by any means. Targets must make a Fortitude save (DC
17) to resist.
Abilities: 1/round -- endure elements, invisibility (self only);
3/day -- cone of cold, ice storm; 1/day -- create food and water,
gaseous form (up to 1 hour), major creation (created vegetable
matter is permanent), persistent image, wind walk. Caster
level 20th; save DC 12 + spell level.
Subtype (Ex): A qorrashi is immune to cold damage but takes double
damage from fire unless a saving throw for half damage is allowed. In
that case, the genie takes half damage on a success and double damage
on a failure.
(Ex): This ability works like the spider climb spell but applies
to all icy surfaces. A qorrashi can move normally on any icy surface.
Shift (Sp): Like other genies, a qorrashi can enter any of the
elemental planes, the Astral Plane, or the Material Plane. This ability
transports the qorrashi and up to six other creatures, provided they all
link hands with the genie. It is otherwise similar to the spell of the
(Su): A qorrashi can communicate telepathically with any creature
within 100 feet that has a language.
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