Tasked Guardian Genie

Large Outsider

Hit Dice: 14d8 + 42 (105 hp)
Initiative: +10 (+6 Dex, +4 improved initiative)
Speed: 45 ft
AC: 25 (-1 size, +6 Dex, +10 natural)
Attacks: Claw or weapon +22/+17/+12 melee (2 attacks) and +22 (2 other attacks)
Damage: claw 2d6+8 or weapon +8
Face/Reach: 10 ft by 20 ft/ 10ft
Special Attacks: Breath Weapon
Special Qualities
: Spell like powers, plane shift, telepathy, Eternal Vigilance;Immune to illusions and charms; SR 10
Saves
: Fort +12, Ref +13, Will +9
Abilities
:  Str 25, Dex 23, Con 16, Int 13, Wis 12, Cha 13
Skill
s: Bluff +14, Concentration +14, Intimidate +14, Listen +50, Sense Motive +12, Spot +12
Feats:
Alertness, Improved Initiative, Combat Reflexes, Power Attack, Cleave

Climate/Terrain:
Any Land
Organization:
Solitary
Challenge Ratings
: 8
Treasure
: Double Standard
Alignment:
Any Lawful
Advancement:
15-19 HD (Large); 20-35 HD (Huge)

Guardian genies are powerful spirits sworn to defend specific items and locations tirelessly and without fail.  They were once efreet, but have been reshaped to be both sleepless and loyal to the exact wording of their oath.

Guardian tasked genies have one face which watches forward and another which watches backward.  They have dark red skin as thick as rhinocerous hide and are completely bald.  They have four powerfully muscled arms, which make them formidable in combat.  A typical guardian genie stands 10' tall and weighs 2,700 lbs.  Guardian genies do not wear armor as their thick hide and magical nature make them very difficult to hit and armor would merely slow them down.  Their hearing is so acute they can hear a feather falling onto a stone at a hundred paces.  They gain a +35 racial bonus to their listen skill.

Guardian genies are completely humorous about their tasks, following out their routines and procedures with methodical precision.  They are perfectly willing to describe what they are guarding, though they will not tell anyone about what they can do to prevent its theft (One of the conditions of their service is that they be told everything about the items left in their care.)  Guardian genies will not guard living creatures.  Guardian genies cannot be bribed and will attack any creature that attempts to do so.

Guardian tasked genies have no love of death and violence, although they are more than competent at dealing out both.  If possible, they will use threats and warnings rather than immediately resorting to magical or physical combat.  Guardian tasked genies serve for limited periods of time; when their tour of duty at a given site is up, their services must be renegotiated.  Since their contracts are typically for 101 or 1001 years, their former masters are often not around to renew their arrangements.

Combat
Guardian genies move with inhuman speed despite their bulk.  They target spell casters before all others.  Guardian genies are able to wield weapons in all four hands simultaneously without penalty, gaining three attacks in each right hand, and an additional attack with each left hand.  They can engage four opponents at once, though they usually concentrate their attention on just one or two. 

Breath Weapon (Sp):
Guardian tasked genies can breathe a cloud of green fire once per day.  The cloud of fire causes 14d6 points of damage to those caught in the cone (DC 18).

Plane Shift (Sp
): A genie can enter any of the elemental planes, the Astral Plan or the Material Plane.  This ability transports the genie and up to six other creatures, provided tehy all link hands with the genie.  It is otherwise similar to the spell of the same name.

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

Spell Like Powers (Sp
): Shout (DC 15) 2/day;  Alarm (DC 12) 2/day; Silence (DC 13) 2/day;  See  invisibility (DC 13) 2/day; Guards and Wards (DC 17) 2/day; Sepia Snake Sigil (DC 14) 2/day; Blade Barrier (DC 17) 1/day.   As a Guardian Genie advances, they gain more powers (usable 2/day), usually at one per additional HD.  Examples of new powers include: flight, detect lie, the ability to shape glyphs of warding or explosive runes, hold portal, dimension door, and other abilities that might be expected to help a guardian.

Eternal Vigilence (Ex)
: Never sleeps and is never caught flatfooted.  They have a 360 degree field of vision and acute hearing.

Immune to Illusions and charms (Ex)
: They are unaffected by all illusions and phantasms and enchantments and charms.  All other magic affects them normally if it overcomes their spell resistance.

 

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