Seraph Genie
This creature resembles a ten foot tall human with brick-red skin and coal-black hair, long and braided.
Seraph Genie (CR 8)
Large Outsider (Extraplanar, Fire)Alignment: Neutral Good
Initiative: +8
Senses: Darkvision 60 feet; Perception +15
Speed: 40 feet, Fly 30 feet (perfect)
Space: 10 feet
Defense
Armor Class: 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, -1 size)Hit Points: 95 (10d10+40)
Saving Throws: Fort +7, Ref +11, Will +9
Immunity: fire
Weaknesses: vulnerability to cold
Offense
Melee: mwk scimitar +14/+9 (1d8+4 plus 1d6 fire) or 2 slams +13 (1d8+4 plus 1d6 fire)Reach: 10 feet
Special Attacks: fire burst, Heat
Spell-Like Abilities (CL 12th; melee touch +13, ranged touch +13):
- Constant- Detect Evil, Detect Magic
- At Will- Flame Blade, Plane Shift (willing targets to elemental planes, Astral Plane, or Material Plane only), Produce Flame, Pyrotechnics (DC 15)
- 3/day- Fireball (DC 16), Flame Strike (DC 18), Invisibility (self only), See Invisibility, Wall Of Fire
- 1/day- Fire Storm (DC 21), Wish (to non-genies only)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
19 (+4) | 18 (+4) | 18 (+4) | 14 (+2) | 15 (+2) | 17 (+3) |
CMB +15
CMD 30
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Skills: Craft (any one) +15, Diplomacy +16, Fly +23, Knowledge (planes) +15, Perception +15, Sense Motive +15, Spellcraft +15, Stealth +13
Languages: Celestial, Common, Ignan, telepathy 100 ft.
Special Abilities
Fire Burst (Su)
Once every 1d4 rounds as a standard action, a seraph can emit a blast of elemental fire in a 30-foot-radius burst. Creatures in the area take 8d6 points of fire damage. A successful DC 19 Reflex save reduces the damage by half. The save DC is Constitution-based.Heat (Ex)
A seraph generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A seraph's metallic weapons also conduct this heat. A seraph can start or stop this ability as a free action once per round on its turn.Ecology
Environment: AnyOrganization: solitary, pair, company (3-6), or band (7-12)
Treasure: standard (masterwork scimitar, other treasure)
The seraphs are genies from the Plane of Fire, and the sworn enemies of the efreet. A violent war between the two genie races has spanned centuries and spilled into an uncountable number of planes. Any encounter between a seraph and an efreeti sparks a battle that only ends when one or the other is killed. Those that aid the efreeti are treated by seraphs as if they were efreeti themselves; no mercy is shown in battle to an ally of the hated fire genies. The seraphs often align themselves with djinn as they both share the efreeti as a common enemy.
A seraph prefers to use its spell-like abilities over melee weapons in combat, often allowing its opponents to move in close so the seraph can unleash its fire burst. A seraph facing overwhelming odds in battle attempts to flee; covering its escape by turning invisible or erecting a wall of fire between itself and its enemies. When battling efreet, a seraph often employs cold-based magic weapons such as frost scimitars and icy burst spears.
A typical seraph stands 10 feet tall and weighs about 1,500 pounds. Some seraphs are noble, known as beys or caliphs. A noble seraph has 14 Hit Dice and gains the following spell-like abilities: 3/day-fire seeds, heat metal; 1/day- elemental swarm (fire elementals only), greater invisibility. A noble seraph's caster level for its spell-like abilities is 16th. Noble seraphs are CR 10.
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