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PFS StandardZuhra

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 describe them as bombastic but emotionally aloof.

Since the reconnection with other planes, zuhras have sought out and formed bonds with other genies. They find their jabali cousins to be capable smithing partners, if a bit staid and dull. Zuhras rarely pay non-genie elementals any more than a passing glance, finding even the intelligent ones uninteresting to communicate with or hard to relate to.

Recall Knowledge - Elemental (Arcana, Nature): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite ZuhraCreature 9

Uncommon Large Elemental Genie Metal 
Source Rage of Elements pg. 160 2.0
Perception +17; darkvision
Languages Common, Talican; truespeech
Skills Acrobatics +21, Athletics +17, Crafting +19, Intimidation +19, Performance +21, Society +18
Str +3, Dex +5, Con +6, Int +4, Wis +3, Cha +5
Items +1 striking spiked chain
AC 28; Fort +18, Ref +19, Will +19
HP 145; Resistances electricity 10
Conductive Redirection [reaction] (arcane, concentrate, electricity) Trigger The zuhra is hit by an attack, spell, or effect that deals electricity damage; Effect The zuhra conducts the electricity through their body, taking damage as normal, and redirecting a bolt at one target within 30 feet that they can see. The zuhra makes a ranged attack roll with a +20 modifier against the target's AC. On a hit or critical hit, the target takes electricity damage equal to the full damage of the triggering effect.
Speed 25 feet, fly 30 feet
Melee [one-action] spiked chain +21 [+16/+11] (disarm, finesse, magical, reach 10 feet, trip), Damage 2d8+2+9 slashingMelee [one-action] hand blade +21 [+17/+13] (agile, finesse, magical, reach 10 feet), Damage 2d4+2+9 slashing plus 1d4 persistent bleedArcane Innate Spells DC 28 (+4 dmg); 7th plane shift (at will; to Astral Plane, Elemental Planes, or the Universe only); 5th clad in metal (can choose uncommon metals); 4th mercurial stride, weapon storm; 2nd invisibility (×2), magnetic attraction (at will), magnetic repulsion (at will); Cantrips (4th) detect magic; Constant (5th) tongues
Blinding Reflection [one-action] (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 28 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 [one-action] (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.

Sidebar - Additional Lore Distant Thunder

Zuhras favor music over all other arts. Given their long isolation, however, their preferences are quite unlike those of other genies or most musicians of the Universe. They value volume, intensity, and discordant combinations of sounds. Lead vocal parts incorporate droning and screams, often with a chorus providing a melodic counterpoint.

Sidebar - Additional Lore Skimming Along

Zuhras achieve flight by using magnetism to lift their own bodies into the air. As this grows more difficult the higher they go, many zuhras' preferred method of movement isn't walking or flying, but gliding along the smooth surfaces of their home plane much the way mortals cross ice on skates, with only a thin layer of electromagnetism between them and the ground.

All Monsters in "Genie"

NameLevel
Djinni5
Efreeti9
Faydhaan Shuyookh14
Gennayn2
Ifrit Shuyookh14
Jaathoom Shuyookh10
Jabali Shuyookh12
Jann Shuyookh9
Janni4
Kizidhar6
Kizidhar Shuyookh11
Marid9
Shaitan7
Zuhra8
Zuhra Shuyookh13

Genie

Source Bestiary pg. 162
A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.

Genie Nobles

Genie nobles with titles unique to their kind (as detailed in each sidebar) rule genie society. Genie nobles are generally at least 5 levels higher than a typical example of their kind. In addition to the increased statistics afforded by their higher levels, genie nobles gain additional spells. But the most wondrous (and notorious) of a genie noble’s powers is their ability to grant wishes. Any genie noble (save for jann, who lack this power) can grant a mortal or undead creature up to three wishes within a year’s time. Many unscrupulous creatures compel genie nobles to serve them, tricking them or entrapping them with magic. However, once a genie noble grants a third wish to a single creature, they are freed from service to that creature forever.