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Jaathoom ShuyookhCreature 10


RareLargeAirElementalGenie
Source Pathfinder Rage of Elements
Perception +22 (darkvision)
Languages Common, Sussuran, Can't Speak Any Language; Cloud Of Visions
Skills Acrobatics +21, Arcana +20, Athletics +19, Crafting +17, Deception +22, Diplomacy +22, Society +20, Stealth +17
Str +5, Dex +7, Con +3, Int +5, Wis +3, Cha +6

AC 29; Fort +17; Reflex +21; Will +19;
HP 150
Speed 25 feet

Jambiya One Action +24 (+20, +16) to hit (agile, finesse, magical, reach 10, versatile s) 2d4+11 Piercing + 1d12 Electricity
Fist One Action +23 (+19, +15) to hit (agile, finesse, nonlethal, reach 10, unarmed) 1d6+11 Slashing + 1d12 Electricity
Jambiya One Action +24 (+20, +16) to hit (agile, magical, thrown 20, versatile s) 2d4+11 Piercing + 1d12 Electricity
Crashing Wind One Action +23 (+18, +13) to hit (air, arcane) 3d8+8 Bludgeoning

Cloud of Visions (arcane, aura, mental)

120 feet. A jaathoom has telepathy 60 feet but can only show images rather than speaking.

Naturally Invisible

The jaathoom is Invisible at all times. They can become visible or return to invisibility as a single action, which has the concentrate trait.

Turbulent Skies (air, arcane, aura)

20 feet. Swirling winds make all squares in the emanation difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. The jaathoom can activate or deactivate this aura as a single action, which has the concentrate trait.

Change Shape One Action (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.

Hurricane Blast One Action (air, arcane)

Frequency once per round


Effect The jaathoom moves all creatures without the air trait in their turbulent skies aura 20 feet directly away, clockwise, or counterclockwise. A creature avoids being moved if it succeeds at a DC 29 fortitude save.

Impressive 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's visions of the subject's future inform how it interprets the wish.

Ominous Dreams Two Actions (mental, prediction)

The jaathoom sends a prophetic dream into the mind of a sleeping creature within 60 feet. An unwilling creature can avoid the vision if it succeeds at a DC 32 will save. The jaathoom chooses the dream's subject but not its exact events. The target sees a brief vision of its future related to that subject, with the effect of augury. If the result is bad or mixed, the creature is Frightened 2 and doesn't start to recover from being frightened until it wakes.


Arcane Innate Spells (DC 30, +22 to hit)

Cantrips (5th Level): Detect Magic
1st Level: Ill Omen, Illusory Object, Sleep
2nd Level: Illusory Creature
4th Level: Nightmare, Vapor Form
5th Level: Pressure Zone
7th Level: Interplanar Teleport (At Will; To Astral Plane, Elemental Planes, or Universe Only)



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.

Air

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

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.