# Genie, Shuryan
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<div class="MON">Shuryan</div>
<div class="CR">CR 6 (2,400 XP)</div>
<div class="SOU">The World of Temnia </div>
<div class="SYS">Pathfinder</div>
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NG Large Outsider, (Extraplanar)
**Initiative:** +7
**Senses:** all-around vision, darkvision 60 ft., detect undead; Perception +15
#### DEFENSE
**AC:** 21, touch 13, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +3 natural, –1 size)
**hp** 68 (8d10+24)
**Fort** +5 **Reflex:** +9 **Will:** +10
**Feint:** 22, **Demoralize:** 22
**Defensive Abilities:** Chakra armor
**Immune:** Blindness
#### OFFENSE
**Speed:** 20 ft., fly 60 ft. (perfect)
**Melee:** 2 slams +12 (2d6+8+2d4 nonlethal) or mwk quarterstaff +13/+8 (2d6+8+2d4 nonlethal)
**Ranged** 2 light beams +11 touch (2d6)
**Special Attacks:** Gentle touch, light beam, soul strike (8/Day, DC 20)
**Space:** 10 ft. **Reach:** 10ft.
**Spell-like Abilities:** (CL 8th, Concentration +8)
> **Constant**— daylight (6th level), detect undead
> **At will**— plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), searing light
> **5/day**— faerie fire, restoration
> **3/day**— cure critical wounds
> **1/day**— cleanse
#### STATISTICS
**Str** 19, **Dex** 16, **Con** 16, **Int** 12, **Wis** 19, **Cha** 16
**Base Attack:** +8 **CMB:** +17 **CMD:** 30
**Feats:** Combat Casting, Combat Reflexes, Dodge, Improved Initiative<sup>B</sup>, Improved Natural Attack
**Skills:** Bluff +14, Diplomacy +11, Disguise +11, Fly +15, Heal +15, Knowledge (Planes) +12, Perception +15, Spellcraft +12
**Languages:** Auran, Aquan, Common, Ignan, Lumin, Necril, Terran; telepathy 100 ft.
**SQ:** All-around vision, dazzling glow
**Essence Pool** 8
#### SPECIAL ABLITIES
### Chakra Armor (Su)
Shuryian can manipulate their chakra to form a barrier against attacks. This gives the shuryan a +5 armor bonus.
Shuryi have 2 points of essence invested in this ability, which is bound to the chest chakra. The armor bonus granted this ability is 3 plus 1 for each point of essence invested.
### Essence Pool (Su)
A shuryan has one point of essence per hit die, and can invest up to two essence into each of their abilities. A shuryan typically has 2 points of essence invested into their Chakra Armor, Dazzling Glow, Gentle Touch and Soul Strike abilities.
### Dazzling Glow (Su)
The light emitted by shuryi is unusually intense. Sighted creatures who are within the bright light emitted by the shuryan's *daylight* spell-like ability are dazzled. Light sensitive and light blind creatures within this light must make a DC 17 fortitude save or be sickened.
The dazzled and sickened conditions last for as long as they remain with the radius of bright light emitted by the shuryan, and two rounds after.
Shuryi have 2 points of essence invested in this ability, which is bound to the body chakra. Each point of essence increases the duration of blindness and sickened by one round, and increases the save DC by 1.
### Gentle Touch (Su)
Shuryi can channel positive energy into its melee attacks, making them more effective against both living and undead creatures. This power allows shuryi to add 2d4 plus their Wisdom modifier to melee damage.
A shuryian's melee and ranged attacks deal nonlethal damage to living creatures. Against undead creatures (or other creatures harmed by positive energy) this damage is lethal. Additionally, a shuryan’s melee attacks can affect incorporeal creatures as if they were ghost touch weapons.
Shuryi have 2 points of essence invested in this ability, which is bound to the hands chakra. Each point of essence increases nonleathal damage by 1d4.
### Light Beam (Su)
Shuryi can emit beams of light from their hands. These beams have a range of 120 feet. Undead and creatures who are light-sensitive take 3d6 damage. Undead creatures who are light sensitive instead take 4d6 damage.
### Soul Strike (Su)
Shuryi can use their mastery over positive energy to disrupt the vital essence of any living creature. As part of a melee or ranged attack, a shuryan can elect to use soul strike. If their attack hits, the shuryan can inflict one of the following effects on the target creature.
* The affected creature must make a DC 20 Fortitude save or be stunned for 1 round.
* The affected creature must make a DC 20 Fortitude save, or drop all held items, and be sickened for 4 rounds.
* The affected creature must make a DC 20 Fortitude save, or fall prone, and have their movement speeds reduced by 15 feet (to a minimum of 5) for 4 rounds.
The shuryan must decide to use this ability, and the effect it will have, prior to making their attack. A single creature cannot be under the effects of more than one soul strike at a time.
A shuryan can use this ability a number of times per day equal to their hit die.
Shuryi have 2 points of essence invested in this ability, which is bound to the wrist chakra. Each point of essence increases the DC by 1. The save DCs are Wisdom-based.
#### Tactics
Shuryi tend to avoid confrontation, as much because of their respect of life as a concept as their disdain for mortal living creatures. If pressed into combat, they will rely on their light beam if staying at range is viable. Otherwise, they will try to close into melee and disable their assailants as quickly as possible.
#### ecology
**Environment:** Any (Plane of Positive Energy)
**Organization:** solitary, pair, company (1 + 3–6 ordinary shuryi), or band (1-3 + 6–8 ordinary shuryi)
**Treasure:** standard (masterwork quarterstaff, other gear)
The shuryi (singular shuryan) are genies from the Plane of Positive Energy. They are said to be made of pure light and life essence. Shuryi are approximately 12 feet in height, and are usually of wiry build.
Shuryi have a respect for most genies, and tend to foster cooperation whenever possible. Efreet are often unreceptive to such ideas, and thus are treated cautiously. Shuryi have a deep-seeded enmity towards Ghuls, who naturally sew distrust and deception in any collective effort.