Muurfeli
Creature 16 (rare) — air, elemental, genie
Pre-Remaster content. May include legacy alignment.
WeaverSniperAERIALLANDairelementalgenie
Whereas typical djinn can cleanse or clear areas with their arcane winds, the air magic of muurfeli is tainted by the Black Desert's noxious radiation and mixed with the realm's ambient fetid winds. Before the Black Desert became a barren sandscape, cultures with grand magical traditions lived under its soaring roof. These communities eventually left the vault or died out, but the genies they summoned remained and became warped by the region's pervasive blightburn radiation. Now, these "blightb
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +30; darkvision; detect magic
Languages sakvroth, sussuran
Skills acrobatics +33, arcana +27, athletics +31, deception +28, stealth +31
Str
+7
Dex
+9
Con
+5
Int
+5
Wis
+3
Cha
+6
Items Scimitar
AC 39
Fort +25
Ref +31
Will +27
HP 300
Resistances fire 15, poison 15
Weaknesses cold 10
Speed 35 feet, fly 50 feet
Offense
Melee Fist (agile, finesse, magical, nonlethal, reach-10, unarmed) +29, Damage 3d10+15 bludgeoning plus 2d6 poison
Melee Scimitar (forceful, magical, reach-10, sweep) +31, Damage 3d6+17 slashing plus 2d6 poison
Ranged Fetid Winds (air, magical, poison) +31, range increment 20 feet, Damage 2d8+7 bludgeoning plus 2d8+5 poison
Abilities
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.
Firedamp Winds (air, aura) — 30 feet. DC 33 Fortitude.
Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute.
When the muurfeli takes damage from an ability with the water trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute.
A creature that enters or begins its turn in the aura must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2.
Critical Failure The creature is Sickened 2 and Fatigued.
Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute.
When the muurfeli takes damage from an ability with the water trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute.
A creature that enters or begins its turn in the aura must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2.
Critical Failure The creature is Sickened 2 and Fatigued.
Change Shape (arcane, concentrate, polymorph) — The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing).
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.
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 36, attack +28
5th Cloudkill
4th Gaseous Form
2nd Enhance Victuals (At Will), Illusory Creature, Invisibility (At Will) (Self Only)
1st Burning Hands (At Will), Detect Magic (Constant)
WORKS WELL WITH
CrasherAERIAL / LANDFiredamp Winds zone controls space while Crasher shoves enemies into the explosive area.
ShadeAERIAL / LANDShade creates misdirection while the muurfeli exploits chaos with fetid winds and aura placement from aerial vantage.
FlankerAERIAL / LANDReach scimitar with sweep and aura area denial cover multiple angles, supporting the Flanker's positional game.
PUNISHES
✖ clumping✖ fire damage✖ melee rush✖ standing still
allied fire effects risk triggering the firedamp explosion
Works well with · Punishes · Pairing advice
Unlock with Tactics
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