EBLIS

Medium–Size Magical Beast

Hit Dice: 4d10+4 (22 hp)

Initiative: +4 (Dex)

Speed: 30 ft, 30 ft fly (average)

AC: 17 (+4 Dex, +3 natural)

Attacks: Beak +4 melee

Damage: Beak 1d6

Face/Reach: 5 ft by 5 ft/5 ft

Special Qualities: Spell–like abilities, fire resistance 2, low–light vision

Saves: Fort +5, Ref +10, Will +2

Abilities: Str 10, Dex 18, Con 13, Int 14, Wis 12, Cha 12

Skills: Hide +11, Intimidate +4, Jump +7, Move Silently +11, Spot +8

Feats: Dodge, Lightning Reflexes, Mobility

 

Climate/Terrain: Temperate and warm marsh

Organization: Flock (4–16)
Challenge Rating:
3

Treasure: Standard

Alignment: Usually neutral evil

Advancement: 5–12 HD (Medium–size)

 

Eblis, or storkmen, look like giant, gray–brown storks. Males have red–brown heads and black necks and legs. Eblis are seldom seen by humans—or few men live to tell of such an encounter.

 

COMBAT

Eblis are very fast in shifting and striking, thus their excellent armor class. Their necks are snaky, sinewy, and very powerful. They attack by stabbing with their beak.

   Spell–Like Abilities (Sp): Each eblis community will have one individual capable of using arcane magic by means of “dancing” and vocalization. Each of these eblis will have 2d4 spells usable once each per day. Each spell is cast as a 3rd-level sorcerer (save DC 11 + spell level).

 

Roll 1d8

Spell

1

Ghost sound

2

Change self

3

Hypnotism

4

Scare

5

Obscuring Mist

6

Blur

7

Hypnotic pattern

8

Whispering wind

 

 

The Eblis first appeared in module EX2 (Gary Gygax, 1983).