Guardian Genie (Al-Qadim)
Large Outsider (Extraplanar, Fire)
Hit Dice: 14d8+56 (119 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 27 (-1 Size, +4 Dex, +14 Natural), touch 13, flat-footed 23
Base Attack/Grapple: +14/+25
Attack: Slam +20 melee (1d8+7) or by Weapon +20 melee
Full Attack: 4 Slams +20 melee (1d8+7) or by Weapon +18/+14/+14/+14 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon, Spell-Like Abilities
Special Qualities: Heightened Senses, darkvision 60 ft., immunity to fire, spell immunity, plane shift, telepathy 100 ft., SR 18
Saves: Fort +13, Ref +13, Will +13
Abilities: Str 25, Dex 19, Con 18, Int 14, Wis 18, Cha 16
Skills: Bluff +17, Concentration +14, Diplomacy +17, Hide +14, Intimidate +17, Knowledge (any 2) +12, Listen +18, Move Silently +14, Search +12, Sense Motive +14, Spellcraft +12, Spot +18, Use Magic Device +12
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Multiweapon Fighting
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Lawful Neutral
Advancement: 15-21 HD (Large), 22-42 HD (Huge)
Level Adjustment: ---


"No Iblis! We want them to approach the merchandise table!"

"Sorry boss, force of habit."

Guardians are Efreeti tasked with guarding wealth for so long it has warped them. They appear slightly shorter than usual, but with an additional face on the back of it's head, and knobby, rhinoceros like hide. The are humorless, and solitary, having no love for conversation.

Breath Weapon (Su): 1/day a Guardian Genie can spit a cloud of green fire in a 30 ft. cone. Anything in this area can make a DC 20 Reflex Save to take half damage. It does 14d6 Fire damage.

Spell-Like Abilities (Sp): 2/day: Alarm, Detect Invisibility, Explosive Runes, Ghoul Glyph, Glyph of Warding, Guards and Wards, Sepia Snake Sigil, Shout, Silence. 1/day: Blade Barrier.

Heightened Senses (Ex): Guardian Genies can always Take 20 on Listen and Spot Checks. They are also immune to being flanked.

Spell Immunity (Ex): Guardian Genies are immune to spells from the Enchantment and Illusion schools (as well as Spell-Like Abilities or Supernatural Abilities that produce the same effects).

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Combat: Despite their focus the Guardian Genies have no great love for violence. They will give warnings, but if they aren't heeded they go for spellcasters first.