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Jabali Shuyookh

Creature 12 (rare) — earth, elemental, genie

Pre-Remaster content. May include legacy alignment.

AnvilWeaverLANDSUBTERRANEANVERTICALelementalearth

A jabali genie of great power and high social rank is called a shuyookh. Strong in body and mind, jabali shuyookhs value physical skill, fine artistry, and displays of strength. Incredibly proud, they're easily offended and quick to anger but lash out only after weighing the consequences. Shuyookhs view their desires as greater than those around them, leading them to provide aid as quickly and efficiently as possible, fulfilling the terms of bargains expediently and to the letter. Jabali shuyoo

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +21; darkvision, tremorsense (imprecise) 60 feet
Languages common, petran; truespeech
Skills athletics +25, crafting +21, deception +22, nature +19, society +21
Str
+7
Dex
+1
Con
+5
Int
+5
Wis
+3
Cha
+4
Items Falchion
AC 33 Fort +24 Ref +20 Will +22
HP 210
Immunities bleed, paralyzed, poison, sleep
Speed 20 feet, burrow 45 feet, climb 20 feet (earth glide)

Offense

Melee Falchion (forceful, magical, reach-10, sweep) +28, Damage 2d10+14 slashing
Melee Fist (agile, magical, nonlethal, reach-10, unarmed) +27, Damage 2d6+13 bludgeoning plus Push, Stone Clutch
Ranged Rock (brutal) +27, range increment 120 feet, Damage 2d8+13 bludgeoning

Abilities

Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
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.
Change Shape (arcane, concentrate, polymorph) — The jabali transforms into a Small or Medium earth elemental or land animal, typically a camel or dog. This doesn't affect the shuyookh'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.
Earth Glide — The jabali can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing.
Earthen Control — When the shuyookh casts Wall of Stone, the edges can pass through creatures, which are shunted to the side of the wall opposite that edge.
Economical 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 fulfills the wish in the most straightforward, simple way possible.
Stone Clutch (arcane, earth) — When the jabali Pushes a creature into a stone barrier, the surface grips it with fingers of stone. The target must succeed at a DC 30 Reflex save or become Grabbed by the surface (Escape).
Stone Crush (arcane, earth) — The jabali deals 2d6+13 bludgeoning damage to all creatures within 100 feet that are Grabbed by stone clutch, with a DC 32 Fortitude save.
Push 15 feet
Arcane Innate Spells DC 32, attack +24
8th Earthquake
7th Interplanar Teleport (To Astral Plane, Elemental Planes, or the Universe Only)
6th Petrify
5th Truespeech (Constant), Wall of Stone
4th Mountain Resilience (At Will; Self Only), Shape Stone (At Will)
1st Illusory Disguise
Cantrips (8th) Detect Magic

WORKS WELL WITH

CrasherLANDStone barriers and grabs lock targets in place, giving a Crasher uncontested melee access to immobilized foes.
SniperLANDWall of Stone funnels enemies into predictable lanes, creating safe sightlines for a Sniper to fire without retaliation.
SnareSUBTERRANEANTremorsense and earth glide enable coordinated underground ambushes, layering additional grappling hazards atop stone control.
FlankerLANDFrontline anchor draws focus while a Flanker exploits distracted targets for off-guard positional advantage.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
Multiple Anvils overcrowd the frontline control zone without increasing kill speed.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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