Peri
This beautiful albino woman is wreathed in wings of brilliant flame.
Peri CR 14
XP 38,400
NG Medium outsider (good, native)
Init +7; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +26
DEFENSE
AC 30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
hp 180 (19d10+76)
Fort +12, Ref +18, Will +17
DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10, cold 10; SR 25
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +27/+22/+17/+12 (1d6+8/18-20 plus 1d6 fire), 2 wings +20 (1d6+3 plus burn)
Special Attacks burn (2d6, DC 23), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +23)
Constant—fire shield (warm shield)
At will—aid, flame jump (see below), pyrotechnics (DC 20), scorching ray
3/day—fireball (DC 21), flame strike (DC 23), wall of fire
STATISTICS
Str 22, Dex 24, Con 19, Int 21, Wis 19, Cha 26
Base Atk +19; CMB +25; CMD 43
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills Acrobatics +29, Diplomacy +30, Fly +33, Heal +23, Knowledge (planes) +27, Knowledge (religion) +24, Perception +26, Perform (any one) +30, Sense Motive +26, Spellcraft +27, Stealth +29
Languages Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.
SPECIAL ABILITIES
Flame Jump (Sp)
A peri can enter any fire equal to the peri’s size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.
Smoke Sight (Su)
A peri can see through fire, fog, and smoke without penalty.
Whirlwind Dance (Su)
Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri’s burn special attack. The save DC is Dexterity-based.
ECOLOGY
Environment any good-aligned plane
Organization solitary or pair
Treasure triple (+2 flaming burst scimitar, other treasure)
Peris are a race of celestials native to the good-aligned Outer Planes, but they are also often found in the company of mortals on the Material Plane. Believed to be the descendants of fallen angels, peris do penance for their ancestors’ sins before they can earn a place in paradise. As a result, peris work tirelessly to aid and support good heroes of the mortal realms in a never-ending battle against evil. Peris hate the evil fiends known as divs, who constantly seek to ruin the good works of mortals.
Peris often work to repair damage wrought by the destructive divs. For their part, the divs take great pleasure in tormenting and persecuting peris, locking the fiery-winged celestials in cages of cold iron and endlessly torturing them.
Section 15: Copyright Notice
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.