Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 36; 7th cloudkill; 5th illusory creature; 4th burning hands (at will), gaseous form, invisibility (at will; self only); 2nd enhance victuals (at will); Constant (4th) detect magic
Ability
Change Shape
(arcane, concentrate, polymorph, transmutation) The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing).
Ability
Critical Failure
The creature is sickened 2 and fatigued.
Ability
Critical Success
The creature is unaffected.
Ability
Failure
The creature is sickened 2.
Ability
Firedamp Winds
(air, aura) 30 feet, DC 33. Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute. When the muurfeli takes damage from an ability with the water trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute. A creature that enters or begins its turn in the aura must attempt a Fortitude save.
Ability
Success
The creature is sickened 1.
Offense
Melee
Circumstance: combat round (melee)
fist +29 [+25/+21] (agile, finesse, magical, nonlethal, reach 10 feet), Damage 3d10+15 bludgeoning plus 2d6 poison
Offense
Ranged
Circumstance: combat round (ranged)
fetid winds +31 [+26/+21] (air, evocation, magical, poison, range increment 20 feet), Damage 2d8+7 bludgeoning plus 2d8+5 poison
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Genie
The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Item
+2 greater striking scimitar
Language
Auran
Undercommon
Perception
darkvision
detect magic
Resistance
fire 15
poison 15
Weakness
cold 10