Shade
Monster Junkie
25% spell resistance translates to CR + 6.
While I really like the ubiquitous vision ability, this seems to apply good ol' all-around vision, eh?
Possible support for Use Magic Device.
Support for Sense Motive and against Diplomacy.
Support for Intimidate.
That's a pretty good list. Based on the info above, I'd recommend replacing Swim with Use Magic Device. Probably some Search as well, in case it's treasure is stolen and it needs to track down the thieves. Also, enough Concentration to snap off its SLAs without drawing AoOs. I'd also fancy some Tumble, in case a party tries to cut it off while another member rushes to swipe the treasure.
Perhaps...
Bluff 15, Climb 5, Concentration 12, Intimidate 17, Jump 10, Listen 17, Move Silently 17, Search 8, Sense Motive 17, Spot 17, Tumble 10, Use Magic Device 15, Use Rope 10
Guardian tasked genies have one face which watches forward and another which watches backward.
While I really like the ubiquitous vision ability, this seems to apply good ol' all-around vision, eh?
Some of their masters, however, occasionally give them protective magical items, which they are expected to use.
Possible support for Use Magic Device.
Habitat/Society: Guardian tasked genies are solitary creatures and dislike social interaction. They speak in very clipped sentences if required to, but they do not encourage questioning. In fact, they are completely humorless about their tasks, following out their routines and procedures with methodical precision. They are perfectly willing to describe what they are guarding and who commanded them to guard it, 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.
Support for Sense Motive and against Diplomacy.
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.
Support for Intimidate.
Number 6 said:And perhaps these skills:
Bluff (for combat purposes like Feint) 17, Climb 17, Intimidate 17, Jump 17, Listen 17, Move Silently 17, Sense Motive (again, for combat purposes) 17, Spot 17, Swim 17, Use Rope 17 (for binding captured intruders... if necessary)
That's a pretty good list. Based on the info above, I'd recommend replacing Swim with Use Magic Device. Probably some Search as well, in case it's treasure is stolen and it needs to track down the thieves. Also, enough Concentration to snap off its SLAs without drawing AoOs. I'd also fancy some Tumble, in case a party tries to cut it off while another member rushes to swipe the treasure.

Perhaps...
Bluff 15, Climb 5, Concentration 12, Intimidate 17, Jump 10, Listen 17, Move Silently 17, Search 8, Sense Motive 17, Spot 17, Tumble 10, Use Magic Device 15, Use Rope 10