ShaitanCreature 7
Source Pathfinder Bestiary
Perception +15 (darkvision, tremorsense (imprecise) 60 feet; detect magic)
Languages Common, Terran
Skills Athletics +19, Crafting +14, Deception +16, Nature +15, Society +14
Str +6, Dex +1, Con +4, Int +3, Wis +2, Cha +3
AC 25; Fort +18; Reflex +12; Will +15;
HP 110
Speed 20 feet (burrow 45 feet, climb 20 feet)
Resistances Electricity 10
Falchion +20 (+15, +10) to hit (forceful, magical, reach 10, sweep) 1d10+12 Slashing
Fist +19 (+15, +11) to hit (agile, magical, nonlethal, reach 10) 1d4+12 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.
Tremorsense (Imprecise) 60 feetTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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.
Earth GlideThe shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.
Shove into Stone (arcane, earth, transmutation)When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 reflex save or become merged with the barrier (as Meld into Stone). The victim can attempt to Escape (DC 28).
Push 10 feetRequirements The monster's last action was a success with a Strike that lists Push in its damage entry.
Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.
Arcane Innate Spells (DC 24, +16 to hit)
Cantrips (4th Level): Detect Magic (Constant)
2nd Level: Glitterdust
4th Level: Shape Stone (At Will), Veil (Self Only)
5th Level: Wall of Stone
7th Level: Plane Shift (to Astral Plane, Elemental Planes, or Material Plane Only)
Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working with metal and stone. Immense gemstones and veins of precious metal crisscross their home plane, and the industrious shaitans have built a vast mercantile empire from these abundant natural resources.
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
GenieThe diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.