
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
Skills: 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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