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MuurfeliCreature 16


RareCNLargeAirElementalGenie
Source Pathfinder #155: Lord of the Black Sands
Perception +30 (darkvision, detect magic)
Languages Auran, Undercommon
Skills Acrobatics +33, Arcana +27, Athletics +31, Deception +28, Stealth +31
Str +7, Dex +9, Con +5, Int +5, Wis +3, Cha +6

AC 39; Fort +25; Reflex +31; Will +27;
HP 300
Speed 35 feet (fly 50 feet)
Weaknesses Cold 10
Resistances Fire 15, Poison 15

Fist One Action +29 (+25, +21) to hit (agile, finesse, magical, nonlethal, reach 10) 2d6 Poison + 3d10+15 Bludgeoning
Scimitar One Action +31 (+26, +21) to hit (forceful, magical, reach 10, sweep) 3d6+17 Slashing + 2d6 Poison
Fetid Winds One Action +31 (+26, +21) to hit (air, evocation, magical, poison, range increment 20) 2d8+5 Poison + 2d8+7 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Firedamp Winds (air, aura)

30 feet Aura


DC 33 fortitude.

Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute.

When the muurfeli takes damage from an ability with the water trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute.

A creature that enters or begins its turn in the aura must attempt a Fortitude save.


Critical Success The creature is unaffected.

Success The creature is Sickened 1.

Failure The creature is Sickened 2.

Critical Failure The creature is Sickened 2 and Fatigued.

Change Shape One Action (arcane, concentrate, polymorph, transmutation)

The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.


Arcane Innate Spells (DC 36, +28 to hit)

Cantrips (8th Level): Detect Magic (Constant)
1st Level: Burning Hands (At Will)
2nd Level: Enhance Victuals (At Will), Illusory Creature, Invisibility (At Will) (Self Only)
4th Level: Gaseous Form
5th Level: Cloudkill


Before the Black Desert became a barren sandscape, cultures with grand magical traditions lived under its soaring roof. These communities eventually left the vault or died out, but the genies they summoned remained and became warped by the region's pervasive blightburn radiation. Now, these "blightburn genies" have bodies with features mirroring those of beasts that dwell in dark places, and their elemental lineages have been irreparably corrupted.


Whereas typical djinn can cleanse or clear areas with their arcane winds, the air magic of muurfeli is tainted by the Black Desert's noxious radiation and mixed with the realm's ambient fetid winds.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.

Genie

The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.