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FaydhaanCreature 9


LargeElementalGenieWater
Source Pathfinder Monster Core
Perception +16 (darkvision, wavesense (imprecise) 60 feet, (+18 to Sense Motive))
Languages Common, Thalassic, Muan, Petran, Pyric, Sussuran, Talican, Truespeech
Skills Athletics +19, Crafting +16, Deception +18, Diplomacy +20, Nature +18, Performance +20, Society +16, Stealth +18
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +5

AC 28; Fort +17; Reflex +18; Will +18;
HP 145
Speed 25 feet (swim 40 feet)
Resistances Fire 10

Trident One Action +20 (+15, +10) to hit (magical, reach 10) 2d8+10 Piercing
Fist One Action +20 (+16, +12) to hit (agile, magical, nonlethal, reach 10, unarmed) 1d4+10 Bludgeoning
Trident One Action +21 (+16, +11) to hit (magical, thrown 20) 2d8+10 Piercing

Wavesense (Imprecise) 60 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Turbulent Seas (aura, water)

40 feet.

Water in the aura that is also in the same body of water as the faydhaan is difficult terrain for Swimming creatures. Creatures with the water trait are immune.

Change Shape One Action (arcane, concentrate, polymorph)

The faydhaan transforms into a Small or Medium water elemental, aquatic animal, or humanoid. This doesn't affect their statistics, but it could change the damage type of their Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Gift of Hospitality Three Actions (arcane, emotion, mental)

The faydhaan gives another willing creature a magical gift or an agreeable conversation. The creature gains a +2 status bonus to Society and Diplomacy checks. A creature can't have more than one gift at a time, and a faydhaan can't grant more than one gift at a time.

The gift ends if the target acts hostile, or if the faydhaan renounces the recipient (a single action).

Effect: Gift of Hospitality

Skewer One Action

The faydhaan makes a trident Strike, dealing an extra 2d6 bleed2d6 persistent bleed damage on a hit (4d6 bleed4d6 on a critical hit).


Arcane Innate Spells (DC 24, +12 to hit)

Cantrips (5th Level): Detect Magic
1st Level: Create Water (At Will), Hydraulic Push (At Will)
2nd Level: Invisibility, Water Breathing
4th Level: Hydraulic Torrent
5th Level: Control Water (At Will), Truespeech (At Will), Truespeech (Constant)
7th Level: Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)


The faydhaans of the Plane of Water are more powerful than the other genies dwelling on the elemental planes, but they prefer to forge alliances through diplomacy and flattery.


Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in Pathfinder Rage of Elements.

Genie Shuyookhs

Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in Rage of Elements.

The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Genie

The diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.