Al-Jahar (Al-Qadim)
Medium Outsider (Native)
Hit Dice: 5d8+5 (27 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 30 ft. (Average)
Armor Class: 13 (+1 Dex, +2 Natural), touch 13, flat-footed 11
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d6+1)
Full Attack: 2 Claws +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Alter Self, Immunities, SR 14
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 13, Cha 15
Skills: Bluff +9, Concentration +8, Diplomacy +9, Escape Artist +8, Hide +9, Knowledge (Local) +8, Listen +8, Move Silently +9, Sense Motive +8, Spot +8
Feats: Hover, Improved Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 6-15 HD (Medium)
Level Adjustment: ---

"Evil Fey?"

"We aren't Fey."

"But you're all sparkly and have wings."

"Racist."

While they generally appear as beautiful Humanoids, their true form is that of genderless winged beings composed of motes of light and heat (which explains why they are also called Dazzles). They prefer to hide in large cities where they can feed on the baser emotions of the citizens. These victims usually feel tired after being near the Al-Jahar, but it does them little physical harm.

Spell-Like Abilities (Sp): At will: Nondetection, Undetectable Alignment 1/Day: Blindness, Domination, Rainbow Pattern (these 3 can only be used in it's true form) 3/day: Charm Person, Confusion, Continual Flame, Hypnotism, Shocking Grasp, Suggestion, Ventriloquism. Caster Level is 10th.

Alter Self (Su): Al-Jahar can cast Alter Self at will, and may take the form of any Humanoid. Genies and Gen can make an opposed Spot vs Hide Check to see the Al- Jahar's true self.

Immunities (Ex): Al-Jahar are immune to Charms and Compulsions. They are also immune to any spell, power or attackk based on light, with the exception of the gaze attack of the Opinicus.

Combat:
Al-Jahar generally tend to provoke fights among others to feed, they rarely initiate combat themselves. If discovered for what they are they usually flee.