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Faydhaan ShuyookhCreature 14


RareLargeElementalGenieWater
Source Pathfinder Rage of Elements
Perception +23 (darkvision, wavesense (imprecise) 60 feet, detect magic, (+25 to Sense Motive))
Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic, Telepathy 100 Feet, Truespeech
Skills Athletics +27, Crafting +24, Deception +26, Diplomacy +28, Nature +25, Performance +28, Society +26, Stealth +27
Str +7, Dex +7, Con +5, Int +4, Wis +5, Cha +8

AC 36; Fort +23; Reflex +27; Will +25;
HP 240
Speed 25 feet (swim 60 feet)
Resistances Fire 15

Jambiya One Action +28 (+24, +20) to hit (agile, finesse, magical, reach 10, versatile s) 2d4+13 Piercing
Fist One Action +27 (+23, +19) to hit (agile, magical, nonlethal, reach 10, unarmed) 3d8+13 Bludgeoning
Jambiya One Action +29 (+25, +21) to hit (agile, magical, thrown 20, versatile s) 2d4+13 Piercing

+2 Bonus on Perception to Sense motiveDetect Magic (concentrate, exploration)

You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

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.

Aura of Hospitality (aura, emotion, mental)

60 feet. The faydhaan shuyookh dissuades those around them from hostility. Willing creatures in the emanation gain a +2 status bonus to Society and Diplomacy checks. The shuyookh can suppress or resume the aura as a free action. If the shuyookh acts hostile, the aura deactivates and can't be reactivated for 1 hour. When any other creature in the aura acts hostile, it must attempt a DC 35 will save. On a success, it's unaffected and doesn't need to save again for 1 hour; on a failure, its current action is disrupted, as are any other hostile actions it attempts for 1 round.

Turbulent Seas (aura, water)

60 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 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.


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

Diplomatic Wish (downtime)

Frequency three times per year


Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat or a failure if not. The shuyookh interprets the wish to please the most people possible.

To the Hilt One Action

The faydhaan shuyookh makes a melee jambiya Strike and buries the blade deep, dealing an extra 3d6 persistent,bleed damage on a hit (6d6 on a critical hit).


Arcane Innate Spells (DC 34, +26 to hit)

Cantrips (7th Level): Detect Magic
1st Level: Create Water (At Will), Hydraulic Push (At Will)
2nd Level: Befitting Attire (At Will), Invisibility, Invisibility (At Will), See the Unseen, Summon Elemental, Water Breathing
4th Level: Hydraulic Torrent, Mirage, Vapor Form
5th Level: Control Water (At Will), Howling Blizzard (At Will), Truespeech (At Will), Truespeech (Constant)
7th Level: Interplanar Teleport (At Will; To Astral Plane, Elemental Planes, or the Universe only), Planar Palace


Faydhaan shuyookhs are powerful faydhaans venerated as leaders, diplomats, and negotiators. As representatives of faydhaan-kind, they observe strict rules of etiquette and hospitality and hold the literary and performing arts in high esteem. A faydhaan shuyookh takes delight in greeting guests, and being greeted in return, to see how many different greetings they can demonstrate. Guests who creatively engage in this customary greeting game will impress a faydhaan shuyookh and receive magnificent hospitality.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.