Zuhra ShuyookhCreature 13
Source Pathfinder Rage of Elements
Perception +23 (darkvision)
Languages Common, Talican, Truespeech
Skills Acrobatics +27, Athletics +24, Crafting +26, Deception +26, Intimidation +24, Performance +28, Society +22
Str +5, Dex +6, Con +8, Int +5, Wis +4, Cha +7
AC 34; Fort +29; Reflex +23; Will +21;
HP 212
Speed 30 feet (fly 35 feet)
Resistances Electricity 10
Spiked Chain
+27 (+22, +17) to hit (disarm, finesse, magical, reach 15, trip) 1d12 Electricity + 2d8+11 SlashingHand Blade
+25 (+21, +17) to hit (agile, finesse, magical, reach 15) 2d4+11 Slashing + 4d4 BleedConstant 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
(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 +27 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.
Magnetic Field (arcane, aura, metal)10 feet.
All squares in the aura are difficult terrain for creatures wearing metal armor or made of metal. Strikes with metallic weapons made by or against creatures in this aura take a –2 status penalty to the attack roll. Zuhras ignore these effects.
Change Shape
(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.
Magnetic Reposition
(arcane)Frequency once per round
Effect The shuyookh targets any number of creatures affected by their magnetic field, and moves each target 10 feet in a direction the zuhra chooses. Each target can resist being moved if it succeeds at a DC 32 fortitude save.
Magnetic Storm
(arcane)Requirements The shuyookh's magnetic field is active
Effect The shuyookh electromagnetically flings razor-sharp metal scraps. Each creature in a 30-foot emanation takes 8d6[slashing],3d12 electricity damage, with a DC 32 fortitude save.
The shuyookh's magnetic field is deactivated for 1d4 rounds.
Mercurial 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 attempts to fulfill the wish in a way that creates an unstable or impermanent benefit.
Arcane Innate Spells (DC 32, +24 to hit)
Cantrips (7th Level): Detect Magic
2nd Level: Clad In Metal (Can Choose Uncommon and Rare Metals), Invisibility, Magnetic Attraction (At Will)
3rd Level: Enthrall, Magnetic Acceleration (At Will)
4th Level: Mercurial Stride, Weapon Storm
5th Level: Truespeech (Constant)
6th Level: Wall of Metal
7th Level: Interplanar Teleport (At Will) (To Astral Plane, Elemental Planes, or Universe only)
The most powerful zuhras draw followers and elemental metal with overwhelming force of personality and literal magnetism. When called upon to conduct wish rituals, they use their long isolation from the other planes as an excuse to misinterpret requests outlandishly, claiming linguistic differences.
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
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.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
GenieThe diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.