Genie, Shaitan
Description
Shaitans are boastful and proud genies from the Plane of Earth with flesh of metal, gems, or stone. A shaitan stands about 11 feet tall and weighs roughly 5,000 pounds.
Some shaitans are noble. Often called pashas, they have 18 Hit Dice and gain the spell-like ability earthquake, usable once per day, as well as the ability to grant up to three wishes per day (nongenies only). A noble shaitan's caster level for its spell-like abilities is 18th. Noble shaitans are CR 13.
Combat Stats
- Melee
- 2 slams +13 (2d6+5) or mwk scimitar +14/+9 (1d8+7/18-20)
- Space
- 10 ft.
- Reach
- 10 ft.
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Earth Mastery — A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents.
Metalmorph — As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.
Stone Curse — If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.
Special Qualities
Stone Glide — This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.
Feats
Combat Casting, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack, Quicken Spell-Like Ability (glitterdust)
Special Abilities
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Skills
Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) +14, Knowledge (engineering) +14, Perception +14, Sense Motive +14, Spellcraft +14
Spells
- Type
- Outsider
- Alignment
- LN
- Size
- Large
- Environment
- any (Plane of Earth)
- Organization
- solitary, pair, company (3-6), or band (7-12)
- Treasure
- standard (masterwork scimitar, other treasure)
- Senses
- darkvision 60 ft., tremorsense 60 ft.; Perception +14
- Languages
- Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
- Source
- Bestiary