Genie, Khayal (CR 6)

Medium Outsider (Extraplanar)
Alignment: Usually chaotic neutral
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Spot +11, and listen +11
Languages: Common, any one elemental language (Aquan, Auran, Ignan, or Terran), and any one alignment language


AC: 19 (+4 Dex, +2 natural, +3 masterwork studded leather), touch 14, flat-footed 15
Hit Dice: 8d8+40 (76 hp)
Fort +11, Ref +10, Will +7
Speed: 30 ft., fly 40 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Scimitar +12 melee or shortbow +12 ranged
Full Attack: Scimitar +12/+7 melee or shortbow +12/+7 ranged
Damage: Scimitar 1d6+2/18-20, shortbow 1d6/x3
Special Attacks/Actions: Sneak attack +3d6, spell-like abilities
Abilities: Str 14, Dex 18, Con 20, Int 14, Wis 13, Cha 15
Special Qualities: elemental endurance, immunity to cold, improved finesse, pass into shadow, resistance to acid 5, electricity 5, fire 5, sonic 5
Feats: Combat Casting; Combat Reflexes; Dodge; Improved Initiative; Weapon Finesse
Skills: Bluff +12, Concentration +12, Craft (any) +12, Diplomacy +6, Fscape Artist +14, Hide ,-14, Intimidate +14, Knowledge (the planes) +12, Move Silently +14, Sense Motive +11, Spot +11, and listen +11
Advancement: 9-16 HD (Medium); 17-24 HD (large)
Climate/Terrain: Plane of Shadow
Organization: Solitary, company (2-4), or band (6-13)
Treasure: Standard

Source: Tome of Magic

Improved Finesse (Ex): Khayal can apply their Weapon Finesse feat to any weapon they wield one-handed, even if it is not normally a light weapon.

Shadow Bound (Su). Khayal cannot survive for long away from the Plane of Shadow. If a khayal ever spends more than 24 consecutive hours away from the Plane of Shadow, it takes 2 points of Constitution drain. For each additional hour beyond 24 hours that a khayal remains away from the Plane of Shadow, it rakes another 2 points of Constitution drain.

Sneak Attack (Ex): Anytime a khayal's target is denied a Dexterity bonus, or when the target is flanked by the khayal, the khayal deals an additional 3d6 points of damage.

Spell-Like Abilities: At will - black candle, pass into shadow; 3/day - dusk and dawn, sight eclipsed; 2/day - bolster (DC 15); 1/day - umbral body (1 hour duration). Caster level 8th.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.