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Paraelemental Genies
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<blockquote data-quote="Evil Josef" data-source="post: 680653" data-attributes="member: 3002"><p><strong>Smoke Genie</strong></p><p></p><p><span style="font-size: 15px">Genie, Smoke</span></p><p><strong>Large Outsider (Air, Chaotic, Evil, Fire)</strong></p><p><strong>Hit Dice:</strong> 7d8</p><p><strong>Initiative:</strong> +8 (+4 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 20 ft.; fly 60 ft.</p><p><strong>AC:</strong> 16 (-1 size, +4 Dex, +3 natural)</p><p><strong>Attacks:</strong> Slam +10/+5 melee</p><p><strong>Damage:</strong> Slam 1d8+6</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, improved grab, inhalation</p><p><strong>Special Qualities:</strong> Plane shift, telepathy</p><p><strong>Saves:</strong> Fort +7, Ref +9, Will +7</p><p><strong>Abilities:</strong> Str 18, Dex 19, Con 14, Int 11, Wis 15, Cha 15 </p><p><strong>Skills:</strong> Bluff +9, Escape Artist +14, Intimidate +12, Listen +12, Sense Motive +11, Spellcraft +10, Spot +12</p><p><strong>Feats:</strong> Combat Casting, Combat Reflexes, Dodge, Improved Initiative</p><p></p><p><strong>Climate/Terrain:</strong> Any</p><p><strong>Organization:</strong> Solitary, company (2-4), or band (6-15)</p><p><strong>Challenge Rating:</strong> 5 </p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 8-10 HD (Large); 11-21 HD (Huge)</p><p></p><p>Eternal enemies of the free-spirited djinn, smoke genies are jealous, murderous killers who seek to have everything that the djinn possess - fabulous kingdoms, grand wealth, and the awe of the common folk - but possess little of the discipline to achieve it.</p><p></p><p>Smoke genies appear as giant humanoids with coal black skin, trailing clouds of thick black smoke from the top of their heads where a human's hair would normally be. They aren't shy about exhibiting their wealth, draping themselves in elaborate gold chains and stuffing thick rings around their fingers, though they lack much of the style and tact of other genie (excepting, maybe, ooze genies).</p><p></p><p>Though a few dwell on the Elemental Plane of Fire, most choose to live on the Plane of Air, where they can pursue their sporadic and ill-fought conflict against the djinn. Little comes of their 'struggle', however, as smoke genies are constantly bickering between themselves and can rarely organize the kind of force needed to overtake the famed fortresses of the djinn.</p><p></p><p>Smoke genies speak Auran, Ignan, and Common.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Like many other evil paraelemental genies, smoke genies prefer the element of surprise when attacking, and rush invisibly towards a likely looking victim for their inhalation attack, usually preceding a blast of <em>pyrotechnics</em>. Individual smoke genies are quick to flee when the tide turns, but in a group, none wish to have any weaknesses exposed, and fight for as long as they can.</p><p></p><p> <strong>Spell-Like Abilities:</strong> At will - <em>alter self, invisibility (self only),</em> and <em>pyrotechnics</em>; 1/day - <em>gaseous form, persistent image, and <em>limited wish</em> (to non-genies only). These abilities are as the spells cast by a 20th-level sorcerer (save DC = 12 + spell level).</em></p><p><em> <strong>Improved Grab (Ex):</strong> To use this ability, the smoke genie must hit with its slam attack. If it gets a hold, it may initiate its inhalation attack.</em></p><p><em> <strong>Inhalation (Ex):</strong> With a successful grapple attack, a smoke genie may force any living, breathing creature of Large size or smaller to inhale some of its essence. If the target fails a Fortitude save (DC 15), the smoke solidifies inside the victim and crushes at nearby organs, dealing double slam damage automatically. If the affected creature breaks the grapple, the crushing smoke automatically leaves their body. If the smoke genie wins the grapple check, the victim may still make a Fortitude save to cough out the offending vapors for that round.</em></p></blockquote><p></p>
[QUOTE="Evil Josef, post: 680653, member: 3002"] [b]Smoke Genie[/b] [size=4]Genie, Smoke[/size] [b]Large Outsider (Air, Chaotic, Evil, Fire)[/b] [b]Hit Dice:[/b] 7d8 [b]Initiative:[/b] +8 (+4 Dex, +4 Improved Initiative) [b]Speed:[/b] 20 ft.; fly 60 ft. [b]AC:[/b] 16 (-1 size, +4 Dex, +3 natural) [b]Attacks:[/b] Slam +10/+5 melee [b]Damage:[/b] Slam 1d8+6 [b]Face/Reach:[/b] 5 ft. by 5 ft./10 ft. [b]Special Attacks:[/b] Spell-like abilities, improved grab, inhalation [b]Special Qualities:[/b] Plane shift, telepathy [b]Saves:[/b] Fort +7, Ref +9, Will +7 [b]Abilities:[/b] Str 18, Dex 19, Con 14, Int 11, Wis 15, Cha 15 [b]Skills:[/b] Bluff +9, Escape Artist +14, Intimidate +12, Listen +12, Sense Motive +11, Spellcraft +10, Spot +12 [b]Feats:[/b] Combat Casting, Combat Reflexes, Dodge, Improved Initiative [b]Climate/Terrain:[/b] Any [b]Organization:[/b] Solitary, company (2-4), or band (6-15) [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] Standard [b]Alignment:[/b] Always chaotic evil [b]Advancement:[/b] 8-10 HD (Large); 11-21 HD (Huge) Eternal enemies of the free-spirited djinn, smoke genies are jealous, murderous killers who seek to have everything that the djinn possess - fabulous kingdoms, grand wealth, and the awe of the common folk - but possess little of the discipline to achieve it. Smoke genies appear as giant humanoids with coal black skin, trailing clouds of thick black smoke from the top of their heads where a human's hair would normally be. They aren't shy about exhibiting their wealth, draping themselves in elaborate gold chains and stuffing thick rings around their fingers, though they lack much of the style and tact of other genie (excepting, maybe, ooze genies). Though a few dwell on the Elemental Plane of Fire, most choose to live on the Plane of Air, where they can pursue their sporadic and ill-fought conflict against the djinn. Little comes of their 'struggle', however, as smoke genies are constantly bickering between themselves and can rarely organize the kind of force needed to overtake the famed fortresses of the djinn. Smoke genies speak Auran, Ignan, and Common. [b]COMBAT[/b] Like many other evil paraelemental genies, smoke genies prefer the element of surprise when attacking, and rush invisibly towards a likely looking victim for their inhalation attack, usually preceding a blast of [i]pyrotechnics[/i]. Individual smoke genies are quick to flee when the tide turns, but in a group, none wish to have any weaknesses exposed, and fight for as long as they can. [b]Spell-Like Abilities:[/b] At will - [i]alter self, invisibility (self only),[/i] and [i]pyrotechnics[/i]; 1/day - [i]gaseous form, persistent image, and [I]limited wish[/I] (to non-genies only). These abilities are as the spells cast by a 20th-level sorcerer (save DC = 12 + spell level). [b]Improved Grab (Ex):[/b] To use this ability, the smoke genie must hit with its slam attack. If it gets a hold, it may initiate its inhalation attack. [b]Inhalation (Ex):[/b] With a successful grapple attack, a smoke genie may force any living, breathing creature of Large size or smaller to inhale some of its essence. If the target fails a Fortitude save (DC 15), the smoke solidifies inside the victim and crushes at nearby organs, dealing double slam damage automatically. If the affected creature breaks the grapple, the crushing smoke automatically leaves their body. If the smoke genie wins the grapple check, the victim may still make a Fortitude save to cough out the offending vapors for that round.[/i] [/QUOTE]
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