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Paraelemental Genies
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<blockquote data-quote="Evil Josef" data-source="post: 680658" data-attributes="member: 3002"><p><strong>Magma Genie</strong></p><p></p><p><span style="font-size: 15px">Genie, Magma</span></p><p><strong>Large Outsider (Earth, Fire, Chaotic, Good)</strong></p><p><strong>Hit Dice:</strong> 8d8+32 (68 hp)</p><p><strong>Initiative:</strong> -1 Dex</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>AC:</strong> 17 (-1 size, -1 Dex, +9 natural)</p><p><strong>Attacks:</strong> Slam +14/+8 melee</p><p><strong>Damage:</strong> Slam 1d8+10</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, burn</p><p><strong>Special Qualities:</strong> Plane shift, telepathy</p><p><strong>Saves:</strong> Fort +10, Ref +5, Will +8</p><p><strong>Abilities:</strong> Str 25, Dex 8, Con 19, Int 11, Wis 15, Cha 15 </p><p><strong>Skills:</strong> Appraise +11, Craft (any) +11, Knowledge (any) +9Sense Motive +13, Spellcraft +9, Spot +13</p><p><strong>Feats:</strong> Cleave, Power Attack, Sunder</p><p></p><p><strong>Climate/Terrain:</strong> Any land</p><p><strong>Organization:</strong> Solitary, company (2-4), or band (6-15)</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic good</p><p><strong>Advancement:</strong> 9-12 HD (Large); 13-24 HD (Huge)</p><p></p><p>Gentle and free-spirited though dangerous to touch, magma genies are jolly beings concerned mostly with maintaining their freedom in the face of a constant efreeti threat. Though some may succumb to the efreeti slavers and their vile magic, most magma genies remain free, sailing their great iron ships through the magma rivers and oceans of the Elemental Plane of Fire.</p><p></p><p>Though magma genies are sometimes mistaken for the more sinister fire giant at a glance, the difference becomes immediately discernible. Where fire giants are smoldering and hateful, magma genies are warm and generous. They often wear clothing made from metal bands and strips, with richer magma genies sporting outfits festooned with opals and diamonds.</p><p></p><p>Magma genies make their homes aboard colossal vessels akin to ships that they sail down the lava flows of the Elemental Plane of Fire, remaining nomadic and just out of reach from attacking efreet. A captain presides over the crew that mans each ship, with each ship being nearly as large as a fortress. Some tell tales of ships the size of small cities, and given the other wonders the Planes have to hold, this is hardly impossible.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>When confronted with an attack on their ship, magma genies fight with a ferocity little matched by many other beings on the Plane of Fire, as they value their freedom and security, and are willing to die for it. They are especially fond of dividing attackers with <em>wall of fire</em> or, failing that, confusing and blinding them with use of <em>invisibility</em>, <em>gaseous form</em>, and <em>pyrotechnics</em>. When confronted aboard their ships, magma genies never surrender. </p><p></p><p> <strong>Spell-Like Abilities:</strong> At will - <em>detect evil, detect magic, gaseous form, invisibility, passwall, persistent image,</em> and <em>pyrotechnics</em>; 3/day - <em>transmute rock to mud,</em> and <em>wall of fire</em>; 1/day - grant up to three <em>limited wishes</em> (to non-genies only). These abilities are as the spells cast by a 19th-level sorcerer (save DC = 12 + spell level). </p><p> <strong>Burn (Ex):</strong> Those grappled by a magma genie or hit by its slam attack must succeed at a Reflex save (DC 13) or catch fire. The fire burns for 1d4 rounds (see Catching on Fire, page 86 of the DMG). A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a magma genie with natural weapons or unarmed attacks must likewise make a Reflex save to avoid catching fire.</p><p> <strong>Fire Subtype (Ex):</strong> Fire immunity, double damage from cold except on a successful save.</p></blockquote><p></p>
[QUOTE="Evil Josef, post: 680658, member: 3002"] [b]Magma Genie[/b] [size=4]Genie, Magma[/size] [b]Large Outsider (Earth, Fire, Chaotic, Good)[/b] [b]Hit Dice:[/b] 8d8+32 (68 hp) [b]Initiative:[/b] -1 Dex [b]Speed:[/b] 20 ft. [b]AC:[/b] 17 (-1 size, -1 Dex, +9 natural) [b]Attacks:[/b] Slam +14/+8 melee [b]Damage:[/b] Slam 1d8+10 [b]Face/Reach:[/b] 5 ft. by 5 ft./10 ft. [b]Special Attacks:[/b] Spell-like abilities, burn [b]Special Qualities:[/b] Plane shift, telepathy [b]Saves:[/b] Fort +10, Ref +5, Will +8 [b]Abilities:[/b] Str 25, Dex 8, Con 19, Int 11, Wis 15, Cha 15 [b]Skills:[/b] Appraise +11, Craft (any) +11, Knowledge (any) +9Sense Motive +13, Spellcraft +9, Spot +13 [b]Feats:[/b] Cleave, Power Attack, Sunder [b]Climate/Terrain:[/b] Any land [b]Organization:[/b] Solitary, company (2-4), or band (6-15) [b]Challenge Rating:[/b] 7 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually chaotic good [b]Advancement:[/b] 9-12 HD (Large); 13-24 HD (Huge) Gentle and free-spirited though dangerous to touch, magma genies are jolly beings concerned mostly with maintaining their freedom in the face of a constant efreeti threat. Though some may succumb to the efreeti slavers and their vile magic, most magma genies remain free, sailing their great iron ships through the magma rivers and oceans of the Elemental Plane of Fire. Though magma genies are sometimes mistaken for the more sinister fire giant at a glance, the difference becomes immediately discernible. Where fire giants are smoldering and hateful, magma genies are warm and generous. They often wear clothing made from metal bands and strips, with richer magma genies sporting outfits festooned with opals and diamonds. Magma genies make their homes aboard colossal vessels akin to ships that they sail down the lava flows of the Elemental Plane of Fire, remaining nomadic and just out of reach from attacking efreet. A captain presides over the crew that mans each ship, with each ship being nearly as large as a fortress. Some tell tales of ships the size of small cities, and given the other wonders the Planes have to hold, this is hardly impossible. [b]COMBAT[/b] When confronted with an attack on their ship, magma genies fight with a ferocity little matched by many other beings on the Plane of Fire, as they value their freedom and security, and are willing to die for it. They are especially fond of dividing attackers with [i]wall of fire[/i] or, failing that, confusing and blinding them with use of [i]invisibility[/i], [i]gaseous form[/i], and [i]pyrotechnics[/i]. When confronted aboard their ships, magma genies never surrender. [b]Spell-Like Abilities:[/b] At will - [i]detect evil, detect magic, gaseous form, invisibility, passwall, persistent image,[/i] and [i]pyrotechnics[/i]; 3/day - [i]transmute rock to mud,[/i] and [i]wall of fire[/i]; 1/day - grant up to three [i]limited wishes[/i] (to non-genies only). These abilities are as the spells cast by a 19th-level sorcerer (save DC = 12 + spell level). [b]Burn (Ex):[/b] Those grappled by a magma genie or hit by its slam attack must succeed at a Reflex save (DC 13) or catch fire. The fire burns for 1d4 rounds (see Catching on Fire, page 86 of the DMG). A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a magma genie with natural weapons or unarmed attacks must likewise make a Reflex save to avoid catching fire. [b]Fire Subtype (Ex):[/b] Fire immunity, double damage from cold except on a successful save. [/QUOTE]
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