Zuhra
Creature 8 (uncommon) — elemental, genie, metal
Pre-Remaster content. May include legacy alignment.
WeaverFlankerLANDAERIALelementalgenie
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 personal victories. Despite their large personalities, their long-term relationships tend to be cool and somewhat distant; zuhras often make alliances but rarely form friendships, and the trust required for deeper relationships is rarer still. The few mortals who've gotten to know a zuhra often describ
Source: rage-of-elements-bestiary (Pre-Remaster)
Perception +15; darkvision
Languages common, talican; truespeech
Skills acrobatics +19, athletics +15, crafting +17, intimidation +17, performance +19, society +16
Str
+3
Dex
+5
Con
+6
Int
+4
Wis
+3
Cha
+5
Items Spiked Chain
AC 26
Fort +16
Ref +17
Will +17
HP 125
Resistances electricity 10
Speed 25 feet, fly 30 feet
Offense
Melee Spiked Chain (disarm, finesse, magical, reach-10, trip) +19, Damage 2d8+9 slashing
Melee Hand Blade (agile, finesse, magical, reach-10) +19, Damage 1d4 bleed plus 2d4+9 slashing
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) —
Blinding Reflection (arcane, light) — Frequency once per round
Requirements The zuhra is in dim or bright light
Effect The zuhra briefly reshapes part of their metallic body into a concave surface to reflect the surrounding light into the eyes of a creature within 30 feet. The target must attempt a DC 26 Reflex save. It's then temporarily immune for 1 hour.
Critical Success The target is unaffected.
Success The target is Dazzled until the start of the zuhra's next turn.
Failure The target is Blinded until the start of the zuhra's next turn.
Requirements The zuhra is in dim or bright light
Effect The zuhra briefly reshapes part of their metallic body into a concave surface to reflect the surrounding light into the eyes of a creature within 30 feet. The target must attempt a DC 26 Reflex save. It's then temporarily immune for 1 hour.
Critical Success The target is unaffected.
Success The target is Dazzled until the start of the zuhra's next turn.
Failure The target is Blinded until the start of the zuhra's next turn.
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.
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 26, attack +18
7th Interplanar Teleport (At Will) (To Astral Plane, Elemental Planes, or Universe only)
5th Truespeech (Constant)
4th Mercurial Stride, Weapon Storm
2nd Clad In Metal (Can Choose Uncommon Metals), Invisibility (×2), Magnetic Attraction (At Will), Magnetic Repulsion (At Will)
Cantrips (7th) Detect Magic
WORKS WELL WITH
AnvilLAND / AERIALAnvil holds ground-bound enemies while the Weaver uses fly speed and reach to trip and disarm from safe vertical angles.
CrasherLAND / AERIALWeaver trips and disarms to force action taxes, giving the Crasher uncontested flat-footed Strikes without reprisal.
SniperLAND / AERIALWeaver's Blinding Reflection and arcane control peel away reactions and concealment, letting the Sniper fire unimpeded from distance.
PUNISHES
✖ clumping✖ low Reflex✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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