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PFS StandardIfrit Shuyookh

The leaders and luminaries of ifrits come from the wise but cruel shuyookhs. These spiteful manipulators lord their might over other genies and twist mortal greed into grief. Ifrit shuyookhs guide the Dominion of Flame with their vicious whims and unwavering belief in ifrit supremacy.

Recall Knowledge - Elemental (Arcana, Nature): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Ifrit ShuyookhCreature 14

Rare Large Elemental Fire Genie 
Source Rage of Elements pg. 129
Perception +25; darkvision
Languages Common, Pyric; truespeech
Skills Arcana +25, Athletics +28, Crafting +23, Deception +25, Diplomacy +24, Intimidation +26, Society +23
Str +8, Dex +4, Con +5, Int +3, Wis +3, Cha +5
Items +2 striking scimitar, +1 resilient breastplate
AC 36; Fort +26, Ref +23, Will +27
HP 300; Immunities fire; Weaknesses cold 15, water 15
Heat of Blazing Wings (arcane, aura, fire) 5 feet, 4d6 fire damage (DC 31 basic Reflex)Exploit Regret [reaction] (arcane, auditory, fortune, linguistic) Trigger A creature fails an attack against the shuyookh; Effect The shuyookh asks the triggering creature if it wishes it had hit. If the creature indicates yes, the shuyookh takes damage as if the attack had hit and the expression of regret makes the shuyookh quickened for 1d4 rounds; they can use their extra action to Fly, Stride, or Strike.
Speed 25 feet, fly 35 feet
Melee [one-action] scimitar +31 [+26/+21] (fire, forceful, magical, reach 10 feet, sweep), Damage 2d6+16 slashing plus 4d6 fireMelee [one-action] fist +29 [+25/+21] (agile, magical, reach 10 feet), Damage 1d4+16 bludgeoning plus 4d6 fireArcane Innate Spells DC 35, attack +27; 7th plane shift (at will; to Astral Plane, Elemental Planes, or the Universe only), volcanic eruption; 5th fireball (at will), fire's pathway; 4th invisibility (×2); Cantrips (7th) detect magic, illuminate, produce flame; Constant (5th) tongues
Burning Grasp (fire) When the ifrit Grab or restrains a creature, that creature takes 4d6 fire damage, and takes 4d6 fire damage at the end of each of its turns until freed.Change Shape [one-action] (arcane, concentrate, polymorph) The shuyookh transforms into a Small or Medium fire elemental or reptile, such as a snake. This doesn't affect the shuyookh's statistics, but it could change the damage type of their Strikes.Combat Grab [one-action] Requirements The ifrit shuyookh has a hand free; Effect The shuyookh makes a melee Strike. If the Strike hits, the target is grabbed in the shuyookh's free hand.Pedantic 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 check or a failure if not. The shuyookh subverts the wish-maker's true intentions, twisting the phrasing to maximize suffering

Sidebar - Additional Lore Hot Gossip

Scion of the noble but disgraced Mishalq family, the ifrit information broker Qalkami Mishalq emerged from exile and returned to the Dominion of Flame following the death of Sultan Suleiman XXII. Qalkami used contacts in the Pathfinder Society to eliminate her rivals in the Cinderfury family and step into a power vacuum of her own creation, expanding her control and influence among the great nobility of Medina Mudii'a.

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.