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Faydhaan

Creature 9 — elemental, genie, water

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 elemen

Source: pathfinder-monster-core

Perception +16
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 Ref +18 Will +18
HP 145
Resistances fire 10
Speed 25 feet, swim 40 feet

Offense

Melee Trident +20, Damage 2d8+10 piercing
Melee Fist +20, Damage 1d4+10 bludgeoning
Ranged Trident +21, Damage 2d8+10 piercing

Abilities

Wavesense (Imprecise) 60 feet — Wavesense
Constant Spells — Constant Spells
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 (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. Change Shape
Gift of Hospitality (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).
Skewer — The faydhaan makes a trident Strike, dealing an extra 2d6 bleed{2d6 persistent bleed damage} on a hit (4d6 bleed{4d6} on a critical hit).

Spells

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

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