This being is twice as tall as a normal human and has reddish skin, no hair, and small fangs. Its lower torso is shrouded in a cyclone of burning embers and flame.
Hawanar Genie CR 10
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 slams +20 (2d6+8 plus 1d8 fire) or masterwork falchion +21/+16/+11 (2d6+12/18–20 plus 1d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heat, holocone (1/10 minutes, 10–50 ft. tall, 1d8+8 plus 1d8 fire damage, DC 27)
Spell-like Abilities (CL 16th):
At-will—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
1/day—burning hands (DC 13), create food and water, create wine (as create water, but wine instead), fireball (DC 15), gaseous form, invisibility, major creation (created vegetable matter is permanent), persistent image (DC 17), scorching ray (1 ray only), wall of fire (DC 16), wind walk.
1/day—grant up to 3 wishes (to non-genies only)
Str 27, Dex 18, Con 14, Int 14, Wis 15, Cha 15
Base Atk +13; CMB +22; CMD 37
Feats Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Mobility, Power Attack, Quicken Spell-Like Ability (scorching ray), Wind Stance
Skills Bluff +18, Diplomacy +18, Fly +26, Intimidate +18, Knowledge (nobility) +18, Knowledge (planes) +18, Perception +18, Sense Motive +12, Spellcraft +11
Languages Auran, Celestial, Common, Ignan; telepathy 100 ft.
Gear masterwork falchion
Airborne creatures take a –1 penalty on attack and damage rolls against a hawanar.
A hawanar’s fists are swathed in white-hot fire that deals 1d8 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling. The hawanar’s metallic weapons conduct this heat. The hawanar can suppress or resume this ability as a free action.
A hawanar can transform into a vortex of embers and white-hot fire once every 10 minutes. This ability functions identically to the whirlwind ability. In this form, it can move through the air or along a surface at its fly speed. The save DC includes a +3 racial adjustment.
Hawanar are the unlikely union of an efreeti noble and a djinni noble. Neither of the parent races truly accepts the hawanar but the djinn are more tolerant while the efreet usually execute or enslave hawanar offspring on sight, viewing them as something unnatural. A typical hawanar stands 12 feet tall and weighs about 1,100 pounds.
Hawanar society is ruled by a Rajah who is served by a multitude of beys, sheiks, sahibs, and sirdars The hawanar race has no true home and can be found spread throughout the planes (most dwell on the Plane of Air or a pocket plane of air and fire). Those that dwell on the Plane of Fire generally avoid the City of Brass and efreeti patrols due to the disdain the efreet have for them.
Hawanar wade into battle in a hail of fire and wind, relying on their spell-like abilities and holocone form to dissuade and vanquish its opponents. If combat goes against it, a hawanar assumes either gaseous form or holocone form and attempts to flee.
Hawanar Genie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.