Houri

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3E Material
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Warrior 1
Medium Outsider (Native)
Hit Dice: 3d8+12 (25HP)
Initiative: +8
Speed: 30’ (6 squares)
Armor Class: 20 (+4 Dex, +2 leather, +4 natural); touch 14; flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Longbow +7 ranged (1d8+3/×3) or Slam +6 melee (1d6+3)
Full Attack: Longbow +7/+2 ranged (1d8+3/×3) or 2 Slams +6 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Outsider traits, Spell-Like Abilities
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 16 (+3), Dex 18 (+4), Con 19 (+4), Int 14 (+2), Wis 17 (+3), Cha 12 (+1)
Skills: Diplomacy +11, Listen +11, Move Silently +10, Sense Motive +14, Spot +15, Tumble +10
Feats: Awareness, Improved Initiative, Weapon Focus (Longbow)
Environment: any (Najmah)
Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
Challenge Rating: 4
Treasure: standard
Alignment: any non-Evil
Advancement: by character class
Level Adjustment: +1

Combat
Houris may be pleasant & mild-mannered, but conflict is not utterly foreign to them. They have learned to defend themselves from the predations of demons, devils, tieflings, & the like, so they are adept at fighting back & protecting one another. They will often fight in pairs or small teams, covering each other with bow shots & mutual healing spells. In close quarters, a houri will usually switch to their slam attacks, as will Houris who are forced to fight alone.

Spell-Like Abilities
  • At Will: detect magic, light
  • 3/Day: cure light wounds (DC14), see invisibility
  • 1/Day: create food & water
  • Caster level 5th. The save DCs are Wisdom-based.

Outsider traits: All creatures with the Outsider type possess the following traits:
  • Darkvision out to 60’.
  • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
  • Outsiders not indicated as wearing armor are not proficient with armor or shields.
  • Native outsiders breathe, eat, & sleep.

Houri Lore
Characters that have ranks in Knowledge (The Planes) can learn more about houris. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
  • DC13: “In the world of the Afterlife, a soul can be ascended into a more perfect body.” A character making this check recalls all outsider traits.
  • DC18: “A person who has been deemed worthy is reborn into a creature known as a houri, which has many magical talents.” A character making this check knows the workings of a houri’s spell-like abilities.
  • DC23: “They are serene & pleasant beings, able to live in a higher state of existence than most other mortal races.” A character making this check remembers where to find the nearest houri settlement.
  • DC28: “Houris may be peaceful & placid, but they are more than capable of defending themselves if such a need should arise.” A character making this check is familiar with houri behavior & customs.

Abilities & Racial Features
Houri characters possess the following racial traits:
  • Strength +4, Dexterity +4, Constitution +4, Intelligence +4, Wisdom +4, Charisma +4.
  • Outsider (Native): Houris are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
  • Medium Size: As Medium creatures, houris have no special bonuses or penalties due to their size.
  • Racial Hit Dice: A houri begins with 3 levels of outsider, which provide 3d8 Hit Dice, a base attack bonus of +3, & base saving throw bonuses of Fortitude +3, Reflex +3, & Will +3.
  • Racial Skills: A houri’s outsider levels give it skill points equal to 6 × (8 + Int modifier, minimum 1). Its class skills are Diplomacy, Listen, Move Silently, Sense Motive, Spot, & Tumble. Houris have a +4 racial bonus on any 3 skills of their choice.
  • Racial Feats: A houri’s outsider levels give it 3 feats, including 1 bonus feat.
  • Houri base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Natural Weapon (Ex): Slam (1d6 + Str); bludgeoning damage.
  • Spell-Like Abilities
    • At Will: detect magic, light
    • 3/Day: cure light wounds (DC14), see invisibility
    • 1/Day: create food & water
    • Caster level 5th. The save DCs are Wisdom-based.
  • +4 natural armor bonus.
  • Automatic Languages: Houri. Bonus Languages: Common & Archaic.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
  • Level Adjustment: +1.

4E Material
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{4E Stats/Combat/Abilities/Lore}


The person standing there has an unearthly grace & a beauty unparalleled in the natural world. Their skin is as smooth as polished glass, & their silver-white hair falls in cascading waves like water off a majestic cliff. Their features are as finely chiseled as a statue’s, & their ears are long & pointed, like a delicate leaf. Most remarkable are their eyes, which are golden like an autumn sunrise, & glow of their own accord.

When a sentient creature dies in the world of Siraaj, its soul is escorted by their hafaza to the Pit of Fate. There, the soul waits for 21 days, after which it is bid upon by the devas & the devils. After the bidding, if the soul has not been recruited by either party, then its worth is determined by ambivalent creatures that assess its spiritual value & render judgment. A soul that is deemed worthy (but not acquired by the devas or the devils) is transformed into an ascended, perfected version of itself. This refined incarnation is known as a Houri (HOO-ree).

The houris make up a slim majority of the population of Najmah. They are not immortal, but they live in a magical world of wonders & delights, so they appear to be far removed from the concerns of other mortal races. They gather together in harmonious communities, largely untroubled by discord or strife. Their serene, philosophical nature makes for excellent clerics, monks, & other religious officials.

Also known as Muarzala (a word that is derived from an Admajai phrase, meaning “Divine One”), the houris are a crucial step in the upwardly spiraling reincarnation cycle of the Kamala. A deserving soul becomes a houri so that they may experience a higher realm of thought & existence, therefore having something to aspire to in the earthly world of Siraaj. This inspiration is believed by some scholars to be behind many of the great advances made by the races of Siraaj.

A houri is about 5˝’-7’ tall, & weighs about 120-210 pounds. They speak in their own tongue (Houri), although most of them speak Celestial & Archaic as well.

Plot Hooks
  • A stunningly beautiful woman has appeared in town, claiming to be a noble from a distant land.
  • A strange portal has opened up, & graceful beings have emerged from the gate of smoke & storm.
  • A grieving family has received a visit from an angelic being, claiming to be their departed relative.