Zuhra Shuyookh
Creature 13 — elemental, genie
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 p
Source: rage-of-elements-bestiary
Perception +23
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
Ref +23
Will +21
HP 212
Resistances electricity 10
Speed 30 feet, fly 35 feet
Offense
Melee Spiked Chain +27, Damage 1d12 electricity plus 2d8+11 slashing
Melee Hand Blade +25, Damage 2d4+11 slashing plus 4d4 bleed
Abilities
Constant Spells — Constant Spells
Conductive Redirection (arcane, concentrate, electricity) —
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.
Change Shape
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) — 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.
Spells
Interplanar Teleport (At Will) (To Astral Plane, Elemental Planes, or Universe only) (rank 7)
Wall of Metal (rank 6)
Truespeech (Constant) (rank 5)
Mercurial Stride (rank 4)
Weapon Storm (rank 4)
Enthrall (rank 3)
Magnetic Acceleration (At Will) (rank 3)
Clad In Metal (Can Choose Uncommon and Rare Metals) (rank 2)
Invisibility (rank 2)
Magnetic Attraction (At Will) (rank 2)
Detect Magic (rank 1)
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