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Qorrash

Large Elemental, Lawful Nuetral

Alternate Versions

Size

Hero Forge: 9'6" (XL)
Lore: Large (10'6")
Suggested: Large to Gargantuan

Other Monikers

Qorrashi, Ice Genie

Abilities

- Powerful Innate Spellcasting
- Spider Climb on any frozen surface
- Immune to Cold
- Telepathy
- Flight

Appearance

Confident and powerful, this bald humanoid stands as tall as an ogre, but its features are noble and its blue skin is covered with frost like a window in wintertime. An aura of sharp cold surrounds it.

Home Plane

Para-Elemental Plane of Ice (FrostFell)

Stat Block

5th Edition:

- Dungeon Dad Google Doc (homebrew)

3.5e:

- Frostburn (2004) 


Description

(from 3.5e Frostburn - 2004):


Distant relatives on the djinn, qorrash (singular qorrashi) are elemental spirits of cold and ice. 


A qorrashi appears as a pale blue-skinned humanoid with noble features, and its skin is laced with frost. Males tend to be balf but wear elegant white goatees, while females wear their white hair long. They are surrounded by an aura of frigid cold notceable even in the coldest climate. 


A qorrashi is about 10-1/2 feet tall and weighs about 1,000 pounds. Qorrash speak Auran, Celestial, Common, and Ignan. 


Combat: Qorrash enjoy physical combat more than their djinn cousins, though they still use their magical abilities to soften up their foes. They are quick to flee from a fight that turns against them.


A qorrashi's natural weapons, as well as any weapons it wields, are treated as lawful aligned for the purpose of overcoming damage reduction.


Chilld (Ex): In addition to its normal slam damage, a qorrashi deals and extra 1d8 points of cold damage with a successful melee attack.


Frostbite (Ex): A creature that sustains any cold damage from a qorrashi's melee attacks must make a DC 16 Fortitude save or become frostbitten. CreAtures suffering from frostbite are fatigued (cannot run or charge; -3 penalty on Strength and Dexterity). These penalties end when when the cold damage is healed by any means. The save DC is Constittution-based.


Spell-Like Abilities: At will - endure elements, invisibility (self only); 3/day - cone of cold (DC 17), ice storm; 1/day - create food and water, gaseous form (up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Caster level 14th.


Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces. A qorrashi can move normally on any icy surface.


Outsider Traits: A qorrashi cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.


Plane 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 same name.


Telepathy (Su): A qorrashi can communicate telepathically with any creature within 100 feet that has a language.

Sources


- Forgotten Realms Wiki

- Dungeon Dad (youtube)

- 3.5e: Frostburn (2004) 

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