b'Qiqirn, Tormented \n'b'  Large   fiend ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  133 (14d10 + 56)  Speed  50 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  18 (+4)  INT:  8 (-1)  WIS:  15 (+2)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Con  +8,  Wis  +6  Skills   Perception  +6,  Stealth  +10  Damage Resistances  cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  necrotic  Senses   darkvision  60 ft., passive  Perception  16  Languages  understands Common but can\xe2\x80\x99t speak, telepathy 60 ft. \n'b' Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aura of Pain . At the start of each of the qiqirn\xe2\x80\x99s turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16  Constitution  saving throw or have disadvantage on its next  melee attack  roll. \n'b'  Keen Smell . The qiqirn has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Self-loathing . A creature the qiqirn can hear can use its action to say \xe2\x80\x9cqiqirn\xe2\x80\x9d and make a  Charisma  ( Intimidation ) check. If it does so, the qiqirn must succeed on a  Wisdom  saving throw with a DC equal to the creature\xe2\x80\x99s  Charisma  ( Intimidation ) check or be  frightened  of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can\xe2\x80\x99t be  frightened  by that creature for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16  Strength  saving throw or be\xc2\xa0forced  prone . \n'b'  Spiteful Howl . The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16  Wisdom  saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'  Unnerving Whispers (Recharge 5-6) . The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16  Wisdom  saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect:  unconscious  (1),  deafened  (2),  incapacitated  (3),  stunned  (4),  frightened  (5),  paralyzed  (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b'  Protective Spirits . When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result. \n'b'\n'b' ABOUT \n'b' Qiqirn live in remote arctic regions to avoid excessive contact with humanoids, but they can\xe2\x80\x99t resist warm hearths and the easy prey in livestock pens. No matter how much a qiqirn tries to avoid civilization, eventually it accrues enough souls and becomes a tormented qiqirn. Though qiqirn can never be freed of the quirk that draws damned souls to them, they can be freed of the souls burdening them by putting those souls to rest.  Ankou , in particular, are adept at releasing the qiqirn of its burden of souls, and ankou soul heralds often assign soul seekers to areas inhabited by qiqirn to ensure the souls get the proper respite and that the qiqirn doesn\xe2\x80\x99t become tormented. \n'b' A tormented qiqirn can be freed of its burden of souls only by an  ankou soul herald  or a  wish  spell. If freed of its burden, a tormented qiqirn shrinks back into its standard form.'