Size:
Medium
Type:
Celestial
Form:
winged biped
Temper:
benevolent, temperamental
# App:
1d2
Lair:
Diet:
Combat Dice: 0
Hit Points: 12 + 1d6
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: leader
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Invisibility
The peri magically turns invisible until it attacks or uses Storm Wave, or until its concentration ends (as if concentrating on a spell). Any equipment the peri wears or carries is invisible with it.
Action
Storm Wave (1/Day)
The peri throws its arms forward, releasing a blast of stormy wind in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a creature takes 7 (2d6) lightning damage and 7 (2d6) thunder damage and is pushed up to 10 feet away from the peri. On a success, a creature takes half the damage and isn't pushed.
Action
Wind Slash
Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) lightning damage or thunder damage (the peri's choice).
Special
Elemental Demise
If the peri dies, its body disintegrates into a warm breeze, leaving behind only the equipment the peri was wearing or carrying.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
+2
2

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Aligned
Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving resistance.
Special
|Aligned
Burn You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Breath save to avoid catching on fire.
Special
|Aligned
Flame Jump 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.
Special
|Aligned
Smoke Sight Telepathy A peri can see through fire, fog, and smoke without penalty.
Special
|Aligned
Whirlwind Dance 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 damage and is subject to the peri's burn special attack.
Special
|Aligned
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Expertise
Action
Feat 10
Whirlwind Attack
Action
Feat 2
Combat Reflexes
Action
Feat 3
Dodge
Action
Feat 4
Great Fortitude
Action
Feat 5
Improved Disarm
Action
Feat 6
Iron Will
Action
Feat 7
Mobility
Action
Feat 8
Power Attack
Action
Feat 9
Spring Attack
Action
Melee 1
+2 flaming burst scimitar +27/+22/+17/+12 (1d6+11/18-20 plus 1d6 fire)
Action
Melee 2
2 wings +20 (1d6+3 plus burn)
Special
3/day
fireball (DC 21), flame strike (DC 23), wall of fire
Special
At will
aid, flame jump, pyrotechnics (DC 20), scorching ray
Special
Constant
fire shield (warm shield)
Special
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.
Special
Smoke Sight (Su)
A peri can see through fire, fog, and smoke without penalty.
Special
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.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 34, attack +26; 7th humanoid form (at will), wall of fire (×3); Cantrips (7th) produce flame; Constant (4th) fire shield
Ability
Flame Jump
Frequency: once per hour
Effect: The peri Strides into an open flame of their size or larger and instantly transports themself to any other flame of sufficient size within 100 miles. Once they enter the first flame, the peri instantly learns the locations of all other flames within range.
Ability
Flameheart Weapon
The peri can call forth a powerful weapon from their heart of flame. In their hands, this is a +2 greater flaming greater striking weapon that deals 2d6 fire damage instead of 1d6.
Ability
Flamewing Buffet
The peri makes one scimitar Strike and two burning wings Strikes, in any order.
Ability
Shining Blaze
(aura, divine, evocation, fire) 5 feet, 6d6 fire damage (DC 31 basic Reflex)
Ability
Smoke Vision
A peri can see through smoke with ease, and they ignore the concealed condition from smoke.
Ability
Wildfire Storm
(divine, fire) The peri spreads their wings and spins, forming a whirlwind of flame that deals 15d6 fire damage in a 20-foot emanation (DC 34 basic Reflex save). They can't use Wildfire Storm again for 1d4 rounds.
Offense
Melee
Circumstance: combat round (melee)
scimitar +29 [+24/+19] (forceful, good, magical, sweep), Damage 3d6+13 slashing plus 2d6 fire
Offense
Ranged
Circumstance: combat round (ranged)
flame ray +29 [+24/+19] (fire, good, magical, range 60 feet), Damage 8d6 fire
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
This small humanoid has exquisite elfin features, shimmering pale blue skin, and long, flowing hair. Its elegant insectile wings are almost as big as its body.
Peris are minor genies, spirits of elemental air that are often mistaken for fey. In the distant past, they were wicked, spiteful creatures, but they have since repented and are now mostly benevolent.
Repentant Tricksters. The djinni calipha banished the peris from the Plane of Air centuries ago for their mischievousness and sent them to the Material Plane to do penance. Now, they try their best to do good deeds, such as helping lost travelers in the mountains where they live. However, they find it hard to resist playing occasional tricks on mortals, particularly hunters who kill more game than they need. These pranks are rarely deadly, and meant to irritate the target of the prank. A peri might steal or hide a hapless mortal's possessions, give them false directions, or use magic to frighten them away, but they stop short of physical harm, unless met with violence.
Useful to Genies. Occasionally, a djinn or other powerful genie may send a peri to deliver a message on their behalf. The peri treats such tasks as an opportunity to have some fun, often materialising in mid-air and bellowing the message at the top of its voice. Evil genies have been known to capture peris and keep them locked up in iron cages like little birds for mysterious purposes. Peris sometimes enlist the help of mortal adventurers in rescuing their captured compatriots.
5e SRD