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The skills will need a little reworking if you plan to include the psionic skills, which I removed.
Also the Possession ability is different in my version, as I don't use the Inspired race. So I have just left it blank. I don't recall any real differences needed to make it work with Pathfinder.

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Here are the first two.
TSOREVA QUORI CR 4
XP 1200
LE Medium Outsider (Evil, Extraplanar, Quori)
Init +3; Senses See in Darkness; Perception +10
DEFENSE
AC 20, touch 13, flat-footed 17
(+3 Dex, +4 inertial armor, +3 natural)
hp 38 (4d10+16)
Fort +5, Ref +7, Will +7
Defensive Abilities
DR 5/good; Immune sleep, charm, fear; Resist acid 10, cold 10, fire 10; SR 15
OFFENSE
Speed 40 ft., climb 20 ft.
Melee 2 +1 Mind blades +9 melee (1d8+4/19-20 plus frightful strike)
Special Attacks Frightful strike (DC15), mind blade, possession
Spell-like Abilities (CL 4th)
at will - greater teleport (on the Dreamworld or Nightmare Realm only; self plus 50 lbs. of objects only)
3/day - inertial armor
1/day - dissolving weapon
STATISTICS
Str 16, Dex 16, Con 18, Int 15, Wis 17, Cha 17
Base Atk +4; CMB +7; CMD 20 (can't be tripped)
Feats Combat Reflexes, Weapon Focus (mind blade)
Skills Bluff +10, Intimidate +10, Knowledge (arcana) +11, Knowledge (planes) +9, Perception +10, Sense Motive +10, Spellcraft +11, Stealth +10
Racial Modifiers +2 to Knowledge (arcana) and Spellcraft
Languages telepathy 100 ft.
ECOLOGY
Environment any (Nightmare Realm)
Organization
Treasure
SPECIAL ABILITIES
Frightful Strike (Su): A creature hit by a tsoreva must succeed on a DC 15 Will save or be shaken. Whether or not the save is successful, that creature cannot be affected that same tsoreva’s frightful strike ability for 24 hours. Multiple applications from different tsorevas do not stack. The save DC is Charisma based.
Mind Blade (Su): A tsoreva quori fights with semi-solid blades composed of psychic energy distilled from its own mind. Its mind blades have a +1 enhancement bonus on attack rolls and damage rolls. As a free action, a tsoreva can create two mind blades that deal 1d8 points of slashing damage each as primary attacks.
Possession (Su):
See in Darkness (Su): A quori can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
XP
LE Medium Outsider (Evil, Extraplanar, Lawful, Quori)
Init +2; Senses See in Darkness; Perception +15
Aura
DEFENSE
AC 22, touch 12, flat-footed 20
(+2 Dex, +4 inertial armor, +6 natural)
hp 59 (6d10+24)
Fort +6, Ref +9, Will +9
Defensive Abilities
DR 5/good, Immune charm, fear, sleep, Resist acid 10, cold 10, fire 10, SR 17
OFFENSE
Speed 50 ft.
Melee 2 pincers +9 melee (1d8+3) and 4 claws +7 melee (1d3+1) and sting +7 melee touch (1d4+1 plus terrifying sting)
Special Attacks Possession, terrifying sting
Spell-like Abilities (CL 6th)
at will - greater teleport (on the Dreamworld or Nightmare Realm only; self plus 50 lbs. of objects only)
3/day - body equilibrium, far hand, inertial armor, psionic scent
1/day - body adjustment, id insinuation (DC 15), mindlink, psionic charm (DC 14), recall agony (DC 15)
STATISTICS
Str 17, Dex 15, Con 18, Int 17, Wis 18, Cha 17
Base Atk +6; CMB +9; CMD 21 (can't be tripped)
Feats Ability Focus (terrifying sting), Lightning Reflexes, Multiattack
Skills Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (arcana) +12, Knowledge (planes) +12, Perception +15, Sense Motive +13, Spellcraft +12, Stealth +11, Survival +6; Racial Modifiers +4 to Perception
Languages telepathy 100 ft.
ECOLOGY
Environment any (Dal Quor)
Organization Solitary, pair, or team (3-5)
Treasure standard
SPECIAL ABILITIES
Possession (Su):
See in Darkness (Su): A quori can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Terrifying Sting (Su): A tsucora quori's stinger conjures up the worst fears of any creature it strikes. The effects of the stinger are identical to a phantasmal killer spell. On a successful sting attack, the victim must make a DC 18 Will save. If the Will save succeeds, the victim overcomes her fear and suffers no additional effect. If the will save fails, the victim must succeed on a DC 18 Fortitude save or die of fright. Even if the Fortitude save succeeds, the victim still takes 3d6 points of damage. This is a mind-affecting fear effect. The saving throw DC is Charisma-based and includes the +2 bonus for the tsucora's Ability Focus feat.
When it slays a victim with this attack, a tsucora immediately heals 3d6 points of damage as it draws energy from the terror of it slain opponent.

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I felt each of their CR was a little high, and rather than redo their stats, I just lowered the CR to where I felt it fit, though I am by no means an expert, just went by the guidelines in the back of the Bestiary.
Working on the Hashalaq next.

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XP
LE Medium Outsider (Evil, Extraplanar, Lawful, Quori)
Init +3; Senses See in Darkness; Perception +17
Aura intimate knowledge (60 ft., DC 20)
DEFENSE
AC 21, touch 13, flat-footed 18
(+3 Dex, +4 mage armor, +4 natural)
hp 68 (8d10+24)
Fort +5, Ref +9, Will +10
Defensive Abilities Malleable form
DR 5/good, empathic feedback
Immune charm, fear, sleep,
Resist acid 10, cold 10, fire 10, SR 19
OFFENSE
Speed 40 ft., fly 40 ft. (perfect)
Melee idyllic touch +10 (1d4+1 Wis plus brainlock)
Special Attacks Familiar face, invade dreams, possession
Spell-like Abilities (CL 8th)
at will – psionic charm (animal, fey, humanoid, magical beast, monstrous humanoid; 8 days; DC 20), far hand (50 ft, 11 lbs.), greater teleport (on the Dreamworld or Nightmare Realm only; self plus 50 lbs. of objects only), mindlink
3/day – body adjustment (3d12), ego whip (2d4, DC 20), inertial armor (+7 AC), mind probe (DC 21)
1/day – dream, hostile empathic transfer (up to 80 points, DC 19), mind thrust (8d10, DC 20)
STATISTICS
Str 14, Dex 16, Con 17, Int 20, Wis 18, Cha 23
Base Atk +8; CMB +10; CMD 23
Feats Ability Focus (Familiar face), Alertness, Deceitful, Persuasive
Skills Bluff +21, Diplomacy +16, Disguise +14, Intimidate +21, Knowledge (arcana) +16, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Perception +17, Sense Motive +19, Spellcraft +13, Survival +7
Languages telepathy 100 ft.
ECOLOGY
Environment any (Nightmare Realm)
Organization
Treasure
SPECIAL ABILITIES
Intimate Knowledge Aura (Su): A hashalaq quori has an intuitive awareness of the emotions and thoughts of creatures within 60 feet. A hashalaq can detect the surface emotions of any creature that it can see that is in the aura's area. It can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. In addition, the hashalaq is aware of the presence of any creature with hostile intent within range, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance.
In addition, while this power is active, the hashalaq cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.
The hashalaq can also make Sense Motive checks as a free action against anyone within 30 feet of it.
The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.
The hashalaq also gains a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that it makes against creatures within the area of its aura.
Also as a free action, a hashalaq can focus this power on a single individual. If it does so, it loses its broader awareness and the ability to make Sense Motive checks as free actions. The target can make a successful DC 20 Will save to resist the effect. If the subject fails the save, the hashalaq gains a +2 insight bonus to AC against attacks made by the subject and a +2 insight bonus on attack rolls and damage rolls against the subject. The hashalaq also gains the ability to read the subject’s surface thoughts as if using a detect thoughts spell. This is a mind-affecting ability. The save DC is Charisma-based.
Empathic Feedback (Su): Any time a hashalaq is injured, the opponent that injured it takes 12 points of damage or half of the damage of the attack, whichever is less. The hashalaq takes the rest. Due to its empathic nature, damage transferred to the opponent overcomes damage reduction and similar effects.
In addition, whenever a creature successfully uses a mind-affecting spell or ability on a hashalaq quori, that creature must make a successful DC 20 Will save or suffer the same effect. The save DC is Charisma-based.
Idyllic Touch (Su): The touch of a hashalaq floods its victim with sensation of joy and pleasure so intense they can destroy the victim’s mind. The touch deals 1d4+1 points of Wisdom damage. A struck opponent must succeed on a DC 20 Will save or be dazed for 1d4+1 rounds, as the power brainlock, as its thoughts are overwhelmed by blissful ecstasy. If a creature’s Wisdom is reduced to 0 by this power, that creature suffers a catastrophic cerebral overload and dies.
When it slays a victim with this attack, a hashalaq immediately heals 2d6 points of damage. This is a mind-affecting ability. The save DC is Charisma-based.
Invade Dreams (Su): Once per day, a quori with at least 9 HD residing in the Nightmare Realm can send a dream or nightmare (as the spell) to a specified creature on another plane. When appearing in a dream, a quori can assume an alternate form, as if using alter self. The caster level for this ability equals the quori’s Hit Dice, and the save DC for the nightmare version of this ability is Charisma-based.
Dreaming creatures that are killed in the dream by a hashalaq using Invade Dreams and the associated nightmare effect take 1d4+1 points of Wisdom damage.
Familiar Face (Su): Using its empathic abilities, a hashalaq quori dredges the mind of an opponent within 60 feet. The subject must succeed on a DC 22 Will save, or the hashalaq finds an image of someone with whom the target empathizes – a loved one, close friend, or even an injured child. The hashalaq then assumes that form, using its malleable form ability, but the bonus on Disguise checks rises to +20 due to the hashalaq’s empathic knowledge. As long as it concentrates on its target, the hashalaq draws expected reactions from that creature’s mind; it always knows what the subject wants to hear and how the subject expects the false form to react.
The subject of this effect must make a successful DC 22 Will saving throw to attack the hashalaq even if it’s apparent the quori isn’t what it appears to be. A new save is allowed each round. Anyone who successfully saves against this ability is immune to its use by the same hashalaq for 24 hours. If the hashalaq takes any violent action against the subject or that creature’s allies, the effect ends immediately. This is a mind-affecting ability. The save DC is Charisma-based and includes the hashalaq’s Ability Focus feat.
Malleable Form (Su): A hashalaq can assume the form of any creature of Medium size as a standard action, rearranging its tentacles and using an effect similar to disguise self to mask its alien exterior, gaining a +10 bonus on Disguise checks. Those who interact physically with a hashalaq in its malleable form receive a DC 20 Will save to see through the façade. A hashalaq can remain in an assumed shape until it chooses to assume a new one. True seeing reveals the hashalaq’s true form, and it returns to its natural shape if slain. The save DC is Charisma-based.
Possession (Su):
See in Darkness (Su): A quori can see perfectly in darkness of any kind, even that created by a deeper darkness spell.