Aeraldoth, Djinn Vizier |
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Large Outsider
(Air, Extraplanar)
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| Hit Dice: 27d8+216 (337 hp) |
| Initiative: +15 |
| Speed: 60 ft (12 squares), fly 60 ft (perfect) |
| Armor Class: 42 (-1 size, +11 Dex, +15 natural, +7 insight), touch 27, flat-footed 31 |
| Base Attack/Grapple: +27/+35 |
Attack: Slam +30 melee (2d6+10) or +3 keen shocking burst scimitar +33 melee (1d8+13/15-20 plus 1d6 electricity [plus 1d10 on critical hit])
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| Full Attack: 2 slams +30 melee (2d6+10) or +3 keen shocking burst scimitar +33/+28/+23/+18 melee (1d8+13/15-20 plus 1d6 electricity [plus 1d10 on critical hit]) |
| Space/Reach: 10 ft./10 ft. |
| Special Attacks: Air mastery, spell-like abilities, whirlwind |
Special Qualities: Control temperature, darkvision 60 ft., immunity to acid, plane shift, spell resistance 31, telepathy 100 ft.
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| Saves: Fort +23,
Ref +26, Will +22
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| Abilities: Str 30,
Dex 32, Con 26,
Int 24, Wis 25,
Cha 25 |
| Skills: Appraise +37 (+39 related to weapons), Balance +13, Concentration +38, Craft (weaponsmithing) +37, Diplomacy +41, Escape Artist +41, Jump +24, Knowledge (nobility and royalty) +37, Knowledge (the planes) +37, Listen +37, Move Silently +41, Sense Motive +37, Spellcraft +37 (+39 scrolls), Spot +37, Survival +37 (+39 on other planes), Tumble +41, Use Magic Device +37 (+39 scrolls), Use Rope +11 (+13 bindings) |
Feats: Combat Expertise, Combat Reflexes, Dodge, Empower Spell-Like Ability (chain lightning), Improved Initiative [B], Improved Natural Attack (slam), Improved Whirlwind Attack (epic), Mobility, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (control winds), Spring Attack, Whirlwind Attack
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| Environment: Elemental Plane of Air |
| Organization: Solitary |
| Challenge Rating: 22 |
| Treasure: Double standard |
| Alignment: Always chaotic good |
| Advancement: - |
| Level Adjustment: - |
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The being looks like a well-formed human with a dark complexion, but nearly twice as tall. He wields a majestic scimitar crackling with electricity.
Aeraldoth is one of the six viziers who serve the Caliph of the Djinn. He and the other five viziers do not intervene in mortal affairs unless evil forces threaten to seriously disrupt the balance.
Aeraldoth stands 10-1/2 feet tall and weighs 1,000 pounds.
Aeraldoth speaks Auran, Celestial, Common, and Ignan.
COMBAT
Like other djinn, Aeraldoth disdains physical combat, preferring to use his magical powers and aerial abilities against foes. If overmatched in combat, Aeraldoth usually takes flight and becomes a whirlwind to harass those who follow.
Note that while Aeraldoth can fulfill another's wish, he seldom does so for fear of disrupting the universal balance.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against Aeraldoth.
Control Temperature (Su): As a swift action, Aeraldoth can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on him. Subsequent uses of this ability stack, so he could, for example, lower the temperature by a total of 20 degrees after two rounds.
Plane Shift (Sp): Aeraldoth can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports Aeraldoth and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).
Spell-Like Abilities: At will—call lightning, control weather, control winds, create food and water, create wine (as create water, but wine instead), dispel magic, finger of death, gaseous form, invisibility (self only), pass without trace, persistent image (DC 23), resist energy (fire only), wind walk; 1/day—grant up to three wishes (to nongenies only), major creation (created vegetable matter is permanent). Caster level 25th. The save DCs are Charisma-based.
Whirlwind (Su): Aeraldoth can transform himself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, he can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. Aeraldoth controls the exact height, but it must be at least 10 feet.
Aeraldoth’s movement while in whirlwind form does not provoke attacks of opportunity, even if he enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if Aeraldoth moves into or through the creature's space.
Creatures one or more size categories smaller than Aeraldoth might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 36 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 36 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 36 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where Aeraldoth carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Aeraldoth can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
Aeraldoth can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Aeraldoth and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
Aeraldoth in whirlwind form cannot make melee attacks and does not threaten the area around him.
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1983 Wizards of the Coast, Inc. Originally found in I4: Oasis of the White Palm |
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