Shade
Monster Junkie
Genie, Air Sentinel
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Genie, Air Sentinel
Medium Outsider (Air, Chaotic, Extraplanar, Good)
Hit Dice: 5d8+5 (27 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 90 ft. (perfect)
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +5/+7
Attack: Slam +7 melee (1d6+2) or shocking touch +7 touch (1d6+1 electricity)
Full Attack: 2 slams +7 melee (1d6+2); or 2 shocking touches +7 touch (1d6+1 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, improved grab, shocking touch, spell-like abilities
Special Qualities: Air shield, darkvision 60 ft., immunity to electricity, telepathy 100 ft.
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 14, Dex 19, Con 12, Int 14, Wis 15, Cha 15
Skills: Appraise +10, Craft (any one) +10, Diplomacy +12, Knowledge (the planes) +10, Listen +10, Move Silently +12, Search +10, Sense Motive +10, Spot +10, Survival +10 (+12 following tracks, +12 on other planes)
Feats: Combat Reflexes, Flyby Attack, Improved Initiative (B)
Environment: Twin Paradises of Bytopia (Shurrock)
Organization: Solitary or family (2–8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic good
Advancement: 6-7 HD (Medium); 8-15 HD (Large)
Level Adjustment: +5
The upper half of this creature resembles a bald, muscular human. Its lower half appears to be a small tornado.
Air sentinels are genies native to the Twin Paradises of Bytopia, where they reside on the layer of Shurrock. They are generally jovial and friendly to others. They act as protectors for weaker beings from the booming thunder squalls and hard rains that often barrage Shurrock. Air sentinels police the layer for beings in danger, rescuing planar travelers and carrying them off to one of many large and sheltered caves.
Although their true origin is lost to the ages, sages speculate that some deity or power from the Twin Paradises – having seen the need for some powerful being to protect the many visitors to Shurrock from its strong weather – made a pact with a group of djinn to travel to Shurrock and live there as guardians.
Air sentinels breed prodigiously, and have a fiercely strong sense of family and honor. They appear to be immortal, but before two centuries of their lives, air sentinels travel away, never to be seen or heard from again.
An air sentinel is about 6 feet tall and weighs about 125 pounds. The dominant males usually sport a moustache and goatee. Most wear jewelry on their humanoid half, such as necklaces, arm bracers, and earrings.
Air sentinels speak Auran, Celestial, and Common.
COMBAT
Air sentinels are inherently nonviolent and will generally flee from battle, unless something important is at stake. If forced into combat, air sentinels strike with their shocking touches, attempting to render adversaries unconscious.
Air Shield (Su): As a free action, an air sentinel can surround itself with a cloak of roaring winds that deflect missiles and gas attacks. This functions like a wind wall spell that moves with the air sentinel.
Constrict (Ex): On a successful grapple check, an air sentinel's shocking touch does electrical damage equal to 3d6 plus twice the sentinel's Constitution bonus (3d6+2 for a typical air sentinel). In addition, the opponent must succeed at a DC 13 Fortitude save or be rendered unconscious for 1d8 rounds. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, an air sentinel must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Shocking Touch (Su): An air sentinel can release electrical arcs from its hands as a melee touch attack which does electrical damage equal to 1d6 plus the sentinel's Constitution bonus (1d6+1 electricity for a typical air sentinel).
Originally appeared in Monstrous Compendium Outer Planes Appendix (1991).
http://www.enworld.org/forum/genera...-catalogue-overhaul-project-revisited-22.html
Genie, Air Sentinel
Medium Outsider (Air, Chaotic, Extraplanar, Good)
Hit Dice: 5d8+5 (27 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 90 ft. (perfect)
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +5/+7
Attack: Slam +7 melee (1d6+2) or shocking touch +7 touch (1d6+1 electricity)
Full Attack: 2 slams +7 melee (1d6+2); or 2 shocking touches +7 touch (1d6+1 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, improved grab, shocking touch, spell-like abilities
Special Qualities: Air shield, darkvision 60 ft., immunity to electricity, telepathy 100 ft.
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 14, Dex 19, Con 12, Int 14, Wis 15, Cha 15
Skills: Appraise +10, Craft (any one) +10, Diplomacy +12, Knowledge (the planes) +10, Listen +10, Move Silently +12, Search +10, Sense Motive +10, Spot +10, Survival +10 (+12 following tracks, +12 on other planes)
Feats: Combat Reflexes, Flyby Attack, Improved Initiative (B)
Environment: Twin Paradises of Bytopia (Shurrock)
Organization: Solitary or family (2–8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic good
Advancement: 6-7 HD (Medium); 8-15 HD (Large)
Level Adjustment: +5
The upper half of this creature resembles a bald, muscular human. Its lower half appears to be a small tornado.
Air sentinels are genies native to the Twin Paradises of Bytopia, where they reside on the layer of Shurrock. They are generally jovial and friendly to others. They act as protectors for weaker beings from the booming thunder squalls and hard rains that often barrage Shurrock. Air sentinels police the layer for beings in danger, rescuing planar travelers and carrying them off to one of many large and sheltered caves.
Although their true origin is lost to the ages, sages speculate that some deity or power from the Twin Paradises – having seen the need for some powerful being to protect the many visitors to Shurrock from its strong weather – made a pact with a group of djinn to travel to Shurrock and live there as guardians.
Air sentinels breed prodigiously, and have a fiercely strong sense of family and honor. They appear to be immortal, but before two centuries of their lives, air sentinels travel away, never to be seen or heard from again.
An air sentinel is about 6 feet tall and weighs about 125 pounds. The dominant males usually sport a moustache and goatee. Most wear jewelry on their humanoid half, such as necklaces, arm bracers, and earrings.
Air sentinels speak Auran, Celestial, and Common.
COMBAT
Air sentinels are inherently nonviolent and will generally flee from battle, unless something important is at stake. If forced into combat, air sentinels strike with their shocking touches, attempting to render adversaries unconscious.
Air Shield (Su): As a free action, an air sentinel can surround itself with a cloak of roaring winds that deflect missiles and gas attacks. This functions like a wind wall spell that moves with the air sentinel.
Constrict (Ex): On a successful grapple check, an air sentinel's shocking touch does electrical damage equal to 3d6 plus twice the sentinel's Constitution bonus (3d6+2 for a typical air sentinel). In addition, the opponent must succeed at a DC 13 Fortitude save or be rendered unconscious for 1d8 rounds. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, an air sentinel must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Shocking Touch (Su): An air sentinel can release electrical arcs from its hands as a melee touch attack which does electrical damage equal to 1d6 plus the sentinel's Constitution bonus (1d6+1 electricity for a typical air sentinel).
Originally appeared in Monstrous Compendium Outer Planes Appendix (1991).
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