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ZuhraCreature 8


UncommonLargeElementalGenieMetal
Source Pathfinder Rage of Elements
Perception +15 (darkvision)
Languages Common, Talican, Truespeech
Skills Acrobatics +19, Athletics +15, Crafting +17, Intimidation +17, Performance +19, Society +16
Str +3, Dex +5, Con +6, Int +4, Wis +3, Cha +5

AC 26; Fort +16; Reflex +17; Will +17;
HP 125
Speed 25 feet (fly 30 feet)
Resistances Electricity 10

Spiked Chain One Action +19 (+14, +9) to hit (disarm, finesse, magical, reach 10, trip) 2d8+9 Slashing
Hand Blade One Action +19 (+15, +11) to hit (agile, finesse, magical, reach 10) 1d4 Bleed + 2d4+9 Slashing

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.

Conductive Redirection Reaction (arcane, concentrate, electricity)

Trigger The zuhra is hit by an attack, spell, or effect that deals electricity damage


Effect The zuhra conducts the electricity through their body, taking damage as normal, and redirecting a bolt at one target within 30 feet that they can see. The zuhra makes a ranged attack roll with a +20 modifier against the target's AC. On a hit or critical hit, the target takes electricity damage equal to the full damage of the triggering effect.

Blinding Reflection One Action (arcane, light)

Frequency once per round

Requirements The zuhra is in dim or bright light


Effect The zuhra briefly reshapes part of their metallic body into a concave surface to reflect the surrounding light into the eyes of a creature within 30 feet. The target must attempt a DC 26 reflex save. It's then temporarily immune for 1 hour.

Critical Success The target is unaffected.

Success The target is Dazzled until the start of the zuhra's next turn.

Failure The target is Blinded until the start of the zuhra's next turn.

Change Shape One Action (arcane, concentrate, polymorph)

The zuhra transforms into a Small or Medium metal elemental or animal. This doesn't affect the zuhra's 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.


Arcane Innate Spells (DC 26, +18 to hit)

Cantrips (4th Level): Detect Magic
2nd Level: Clad In Metal (Can Choose Uncommon Metals), Invisibility, Magnetic Attraction (At Will), Magnetic Repulsion (At Will)
4th Level: Mercurial Stride, Weapon Storm
5th Level: Truespeech (Constant)
7th Level: Interplanar Teleport (At Will) (To Astral Plane, Elemental Planes, or Universe only)


Zuhras, the genies of the elemental Plane of Metal, are bold and imposing, fond of being the center of attention and drawing a crowd with flashy performances, displays of skill, and tales of their personal victories. Despite their large personalities, their long-term relationships tend to be cool and somewhat distant; zuhras often make alliances but rarely form friendships, and the trust required for deeper relationships is rarer still. The few mortals who've gotten to know a zuhra often describe them as bombastic but emotionally aloof.

Since the reconnection with other planes, zuhras have sought out and formed bonds with other genies. They find their jabali cousins to be capable smithing partners, if a bit staid and dull. Zuhras rarely pay non-genie elementals any more than a passing glance, finding even the intelligent ones uninteresting to communicate with or hard to relate to.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Metal

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