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Zuhra Shuyookh

Creature 13 — elemental, genie

Pre-Remaster content. May include legacy alignment.

WeaverAnvilLANDAERIALelementalgenie

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 (Pre-Remaster)

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
Items Spiked Chain
AC 34 Fort +29 Ref +23 Will +21
HP 212
Resistances electricity 10
Speed 30 feet, fly 35 feet

Offense

Melee Spiked Chain (disarm, finesse, magical, reach-15, trip) +27, Damage 1d12 electricity plus 2d8+11 slashing
Melee Hand Blade (agile, finesse, magical, reach-15) +25, Damage 2d4+11 slashing plus 4d4 bleed

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.
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.

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) — 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, attack +24
7th Interplanar Teleport (At Will) (To Astral Plane, Elemental Planes, or Universe only)
6th Wall of Metal
5th Truespeech (Constant)
4th Mercurial Stride, Weapon Storm
3rd Enthrall, Magnetic Acceleration (At Will)
2nd Clad In Metal (Can Choose Uncommon and Rare Metals), Invisibility (×2), Magnetic Attraction (At Will)
Cantrips (7th) Detect Magic

WORKS WELL WITH

CrasherLAND / AERIALThe Crasher exploits Magnetic Reposition to delete isolated targets, converting positioning control into damage tempo.
SniperLAND / AERIALThe Sniper fires from beyond Magnetic Field's attack penalty while benefiting from clustered targets, solving the range tension.
MenderLAND / AERIALThe Mender sustains through the defensive cooldown when Magnetic Storm deactivates the field, covering the tempo gap.

PUNISHES

✖ metal armor✖ clumping✖ single target focus
Stacking Weavers lacks direct finishing power to capitalize on repositioned targets.
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.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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