This site is games | books | films

Sakina

Sakina

A roughly humanoid-shaped patch of cloud forms out of thin air.

Originally Posted by Shade of the En World forums.

On this Thread

Sakina are friendly air sprites that spend their time roaming the skies in search of interesting scents to sample or amusing adventures.

They feed on smells, gaining nourishment from the aromatic particles. Considering the scents of cinnamon, cloves, rose oil, myrrh, and saffron to be great delicacies.

Making no permanent lairs, for they are always wandering. With a reputation for their helpful, if mercurial, demeanor. They get along well with most nonevil aerial creatures, and count simurghs and djinn among their greatest friends. They are also staunch allies of buraq, and will immediately answer their summons and requests for assistance.

They are 5 to 6 feet tall and weighs 2 pounds.

They speak Sylvan. Many also learn Common.


Sakina
Medium fey
Hit Dice7d6+7 (31 hp)
Initiative+11
SpeedFly 120 ft. (perfect) (24 squares)
Armor Class20 (+7 Dexterity, +3 Charisma), touch 20, flat-footed 13
Base Attack/Grapple+3/+4
AttackSlam +10 melee (1d4+1)
Full AttackSlam +10 melee (1d4+1)
Space/Reach5 ft./5 ft.
Special AttacksFeather float, spell-like abilities, wind blast
Special QualitiesDamage reduction 5/cold iron, Low-Light Vision, natural invisibility, Scent, Spell Resistance 16, strong flier, unearthly grace
SavesFort +6, Ref +15, Will +11
AbilitiesStrength 12, Dexterity 25, Constitution 12, Intelligence 13, Wisdom 16, Charisma 17
SkillsBalance +9, Concentration +8, Diplomacy +12, Knowledge (nature) +8, Listen +10, Move Silently +14, Search +8, Sense Motive +10, Spot +10, Survival +10 (+12 in aboveground natural environments, +12 following tracks*), Tumble +14
FeatsAbility Focus (feather float), Flyby Attack, Improved Initiative (B), Track, Weapon Finesse (B)
EnvironmentAny land
OrganizationSolitary
Challenge
Rating
5
TreasureNone
AlignmentUsually chaotic good
Advancement8-21 HD (Medium)
Level Adjustment+8

COMBAT

Sakina are friendly creatures, rarely initiating combat. If drawn into battle, a sakina usually tries to feather float opponents, then blow them away with wind blasts or by controlling winds.

Feather Float (Su): Three times per day, a sakina may target up to 7 creatures (none weighing more than 700 pounds) to make them light as air. Targets must succeed on a DC 18 Will save or begin to float weightlessly for 7 minutes. This functions as the levitate spell, except creatures need not be willing and the sakina may control up to seven creatures or objects at once. Floating creatures and objects are treated as Tiny for the purposes of wind conditions, so they are easily blown away by severe or greater winds. When the duration expires, floating creatures and objects plummet to the ground, suffering falling damage as normal. The save DC is Charisma-based.

Natural Invisibility (Su): This ability is constant, allowing a sakina to remain invisible even when attacking. This ability is inherent and not subject to the Invisibility Purge spell. A sakina may become visible if it so chooses, appearing as a roughly humanoid-shaped patch of cloud or mist.

Spell-Like Abilities: 3/day— control winds.

Caster level 14th. The save DCs are Charisma-based.

Strong Flier (Ex): Sakina are exceedingly strong flyers and can cover vast distances quickly. Its overland flying speeds are 37.5 miles per hour at a normal pace, and 75 miles per hour as part of a hustle. It can travel 300 miles per 8-hour day when flying at a hustle. Sakina do not tire as quickly as other creatures. If a sakina attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour. Additionally, a sakina may carry a single creature of Medium size or smaller at no penalty to its flight speed or maneuverability.

Unearthly Grace (Su): A sakina adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Wind Blast (Su): As a standard action, a sakina may release a 30-foot line of compressed air. This functions as a Gust of wind spell (DC 16). In addition, the sakina may choose to deal 3d6 points of bludgeoning damage (no save). The save DC is Charisma-based.

Skills: *Sakina have a +4 racial bonus on Survival checks when tracking by Scent.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).

Scroll to Top