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Suli

This fine-featured humanoid wears exotic clothing and has flashing eyes; his arms are sheathed in a blaze of crackling flames.

Suli CR 1/2

XP 200
Suli ranger 1
N Medium outsider (native)
Init +1; Senses low-light vision; Perception -1

DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will -1
Resist acid 5, cold 5, electricity 5, fire 5

OFFENSE

Speed 20 ft. (30 ft. without armor)
Melee scimitar +4 (1d6+2/18-20)
Ranged shortbow +2 (1d6/x3)
Special Attacks elemental assault, favored enemy (humans +2)

TACTICS

Before Combat When traveling alone, suli-jann avoid combat as best they can, unless they are certain they can defeat an opponent. With a larger group, suli-jann hide their otherworldly nature until it becomes necessary to employ their elemental powers for defense.

During Combat A suli-janni does his best to defeat an opponent without revealing his unusual heritage by resorting to elemental abilities. If the battle turns sour, a suli-janni unleashes an elemental assault to try and even the battle.

Morale Suli consider it a point of dishonor to flee a battle that has been honorably engaged, though they would rather flee than die from an ambush or trap. A wounded suli offered an honorable surrender usually accepts.

STATISTICS

Str 15, Dex 12, Con 11, Int 10, Wis 9, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Weapon Focus (scimitar)
Skills Diplomacy +3, Knowledge (geography) +4, Knowledge (nature) +4, Ride +0, Sense Motive +2, Survival +3; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common plus one elemental language
SQ track +1, wild empathy +1

SPECIAL ABILITIES

Elemental Assault (Su)

Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.

SULI CHARACTERS

Sulis are defined by class levels—they do not possess racial Hit Dice. Sulis have the following racial traits.

  • +2 Strength, +2 Charisma, -2 Intelligence: Sulis tend to be strong and charming, but slow-witted.
  • Low-Light Vision: Sulis can see twice as far as humans in dim light.
  • Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
  • Elemental Assault (Su): Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.
  • Elemental Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
  • Languages: Sulis begin play speaking Common and any one elemental language of their choice (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from among the following bonus languages: Aquan, Auran, Draconic, Ignan, and Terran.

ECOLOGY

Environment any
Organization single, pair, or group (3-6)
Treasure NPC gear (chainmail, scimitar, shortbow with 20 arrows, other treasure)

Sulis (or suli-jann) are minor offshoots of the jann that live among humans. They are tall and look like ordinary men and women but for their abnormal beauty and the occasional flash of elemental light in their eyes. Though physically superior to and more attractive than normal humans, some suli-jann remain unaware of their genie heritage until later in life, when contact with a full-blooded genie draws forth a portion of their elemental power.

While all sulis can trace their lineage back to a janni ancestor, very few have an immediate janni parent. In most cases, this legacy lies fallow in the blood for generations, only to emerge decades or even centuries later. Those whose powers become apparent early on usually lead troubled lives as youths, as the question of a child’s origins tears some families apart; few of these unfortunate sulis grow up knowing anything of the peace of a happy home.

Sulis age at the same rate as humans and are physically identical to humans in terms of height and weight. During their youth, sulis tend to be slightly smaller than their fully human peers, but grow quickly to their full adult height upon reaching their teenage years. Sulis are impulsive and passionate by nature, and even those sulis who know nothing of their genie blood possess a measure of personal pride.

Ecology Expanded

The suli (or suli-jann) are minor offshoots of the jann that live among humans. They are tall and look like ordinary men and women but for the occasional flash of elemental light in their eyes. Though physically superior to and more attractive than normal humans, some suli-jann are unaware of their genie heritage until later in life, when contact with a full-blooded genie draws forth a portion of their elemental power.

Undead Suli

Because the elemental power of the suli race is inherent in their flesh, undead created from a suli’s body (or a suli who decides to become an undead such as a lich) usually retain some vestige of the suli’s elemental power, creating alternate forms of common undead.

Ghoul: These creatures can manifest only one of the energy types available to living suli, usually cold or acid. They are often mistaken for ghuls by those ignorant of genie lore, but they lack the donkey hooves of true ghuls.

Lich: A suli lich’s melee touch attack deals either cold or electricity damage in addition to negative energy damage and paralysis.

Mummy: Suli servants of pharaohs have been mummified, always producing mummies that are not vulnerable to fire.

Skeleton: Usually, a suli animated as a skeleton has the ability to cause its arms to burst into flame, explaining why “burning skeletons” appear in genie folklore. Ice skeletons are less common, but some have been found lurking near shipwrecks, their bodies sheathed in armor made of frozen seawater.

Vampire: Suli vampires and vampire spawn are able to cross running water without difficulty, and immersing one causes it no harm.

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Companion: Qadira, Gateway to the East. Copyright 2009, Paizo Publishing, LLC; Author: Brian Cortijo. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.