Tasked Slayer Genie

Large Outsider

Hit Dice: 12d8 + 48 (102 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 40 ft; fly 50 ft (good)
AC: 18 (-1 size, +3 Dex, +6 natural)
Attacks: Claw +19/+15 melee or Weapon +19/+15 melee
Damage: claw 2d6+9 or weapon +9
Face/Reach: 10 ft by 20 ft/ 10ft
Special Attacks: Blindness; rage
Special Qualities
: Spell like powers, plane shift, telepathy, fearful presence
Saves
: Fort +12, Ref +10, Will +9
Abilities
:  Str 27, Dex 17, Con 18, Int 13, Wis 12, Cha 10
Skill
s: Bluff +12, Concentration +16, Intimidate +12, Hide +15, Listen +12, Sense Motive +12, Spot +12
Feats:
Improved Initiative, Track, Combat Reflexes, Power Attack, Cleave

Climate/Terrain:
Any Land
Organization:
Solitary
Challenge Ratings
: 8
Treasure
: Standard
Alignment:
Neutral Evil
Advancement:
13-17 HD (Large); 18-32 HD (Huge)

The tasked slayer genie's only purpose is to commit murder as often as possible - by stealth as long as possible or through berserker rages when discovered.

Slayer genies are massive ten foot tall genies with four arms and dark polished skin and are usually naked to the waist.  Two of their hands are humanoid; the other two resemble lion's paws with ivory claws.  Their red eyes sparkle with flame.  Above and between their two eyes lies a third eye, which is green, and is centered between two horns.  Their hair is as course as horsetails and on their backs are two massive wings.

Slayer genies make excellent assassins.  Given their nature it is not surprising that slayer genies are always servants.  Those few slayer genies that become free generally have very short reigns of terror.  They serve humans, demihumans, and other genies, but their masters usually closely monitor their actions.  An unwatched slayer genie is extremely dangerous and may begin slaughtering its master's followers.

When tasked genies are driven mad they become tasked slayer genies, genies unable to stay sane after long labor at the same task.  They seek release in bloodshed.  Slayer genies know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role and boast about it afterwards.  No trick is too cruel, no tactic too immoral, no job too unsavory for them to undertake.  Slayer genies enjoy the company of other warriors, and will spend hours discussing the advantages and disadvantages of various weapons, the fine points of anatomy, and the details of stealth, martial trickery, and armor with anyone willing to listen.  They view all other creatures as something to overcome, whose only purpose is to meet their death at the hands of the slayer.   The only exception are the undead.  Slayer genies are puzzled at whether or not they should bother to kill things that are already dead.  Given a choice, slayer genies always leave undead creatures for last, and if there is any chance of discovery, they leave the undead alone.  This often results in undead creatures being blamed and hunted as the perpetrators of slayer genie crimes.

Combat
Slayer genies prefer to kill their targets quietly, and they are extremely well-equipped to do so, either by magical or physical means.  They attack either with their terrible claws or with a melee weapon in either humanoid hand. .

Rage (Ex):
4/day a tasked slayer genie can burst into an uncontrollable battle rage.   He gains a +4 to strength and Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.  This rage lasts for 12 rounds.

Fearful Presence (Su): If a slayer genie reveals his true form, they can cause fear in creatures (DC 19) as the spell.

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): Blindness at will (DC 18), Darkness at will, Improved Invisibility at will, Silence at will (DC 18), Ventriloquism (DC18) at will, Misdirection (DC 18), Gaseous Form 3/day, Polymorph Self 3/day, Dimension Door 3/day

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