
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
Skills: 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
Al Qadim Monsters | Monsters
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