Hawanar Genie
This being is twice as tall as a normal human and has reddish skin, no hair, and small fangs. Its lower torso is shrouded in a cyclone of burning embers and flame.
Hawanar Genie (CR 10)
Large Outsider (Air, Extraplanar, Fire)Alignment: Lawful Neutral
Initiative: +8
Senses: Darkvision 60 feet; Perception +18
Speed: 20 feet, Fly 50 feet (perfect)
Space: 10 feet
Defense
Armor Class: 21, touch 14, flat-footed 16 (+4 Dex, +1 dodge, +7 natural, -1 size)Hit Points: 97 (13d10+26)
Saving Throws: Fort +6, Ref +12, Will +10
air mastery
Immunity: acid, fire
Weaknesses: vulnerability to cold
Offense
Melee: 2 slams +20 (2d6+8 plus 1d8 fire) or masterwork falchion +21/+16/+11 (2d6+12/18-20 plus 1d8 fire)Reach: 10 feet
Special Attacks: Heat, holocone (1/10 minutes, 10-50 ft. tall, 1d8+8 plus 1d8 fire damage, DC 27)
Spell-Like Abilities (CL 16th):
- At Will- Invisibility (self only), Plane Shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
- 1/day- Burning Hands (DC 13), Create Food and Water, create wine (as Create Water, but wine instead), Fireball (DC 15), Gaseous Form, Invisibility, Major Creation (created vegetable matter is permanent), Persistent Image (DC 17), Scorching Ray (1 ray only), Wall Of Fire (DC 16), Wind Walk.
- 1/day- grant up to 3 wishes (to non-genies only)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
27 (+8) | 18 (+4) | 14 (+2) | 14 (+2) | 15 (+2) | 15 (+2) |
CMB +22
CMD 37
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Quicken Spell-Like Ability (Scorching Ray), Wind Stance
Skills: Bluff +18, Diplomacy +18, Fly +26, Intimidate +18, Knowledge (nobility) +18, Knowledge (planes) +18, Perception +18, Sense Motive +12, Spellcraft +11
Languages: Auran, Celestial, Common, Ignan; telepathy 100 ft.
Special Abilities
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against a hawanar.Heat (Ex)
A hawanar's fists are swathed in white-hot fire that deals 1d8 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling. The hawanar's metallic weapons conduct this heat. The hawanar can suppress or resume this ability as a free action.Holocone (Su)
A hawanar can transform into a vortex of embers and white-hot fire once every 10 minutes. This ability functions identically to the whirlwind ability. In this form, it can move through the air or along a surface at its fly speed. The save DC includes a +3 racial adjustment.Ecology
Environment: AnyOrganization: solitary, pair, company (2-4), or band (6-15)
Treasure: standard
Hawanar are the unlikely union of an efreeti noble and a djinni noble. Neither of the parent races truly accepts the hawanar but the djinn are more tolerant while the efreet usually execute or enslave hawanar offspring on sight, viewing them as something unnatural. A typical hawanar stands 12 feet tall and weighs about 1,100 pounds.
Hawanar society is ruled by a Rajah who is served by a multitude of beys, sheiks, sahibs, and sirdars. The hawanar race has no true home and can be found spread throughout the planes (most dwell on the Plane of Air or a pocket plane of air and fire). Those that dwell on the Plane of Fire generally avoid the City of Brass and efreeti patrols due to the disdain the efreet have for them.
Hawanar wade into battle in a hail of fire and wind, relying on their spell-like abilities and holocone form to dissuade and vanquish its opponents. If combat goes against it, a hawanar assumes either gaseous form or holocone form and attempts to flee.
Copyright Notice Author Scott Greene.
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