Qorrashi (3.5e Race)

=Qorrashi= Djinn, but adapted to the harsher environment and forming tighter organizations. Mostly, they live on the edges of the plane where it connects to the plane of air, or deep under the ice.]]
 * Medium Size, although most take the Large Size feat
 * 20' base land speed.
 * 60' Fly speed (Perfect maneuverability)
 * Outsider Type, Extraplanar and Cold subtypes
 * Outsider Traits: Darkvision 60' and Low-light vision, no need to eat or sleep
 * +4 natural armor bonus to AC
 * Two slam primary natural weapons (1d6 damage)
 * Chill (ex): A Qorrashi's melee attacks do an extra 1d6 cold damage.
 * Icewalking (ex): A Qorrashi can move normally or spider climb on any icy surface. They need never worry about slipping on ice.
 * , : Like their Djinni relatives, Qorrash are nimble and charismatic.
 * Minimum Level: 7
 * Favored Classes: and
 * Automatic Languages: Aquan, Auran, and Common. Bonus languages:  Abyssal, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Terran, and Umbral

Most Qorrash are either classed Genies or start with seven outsider hit dice. If they take outsider hit dice, they still gain the telepathic and plane-shifting abilities of the Genie class. Also, they gain the following ability:

Frostbite (ex): Creatures a Qorrashi hits in melee become fatigued and take an additional -2 penalty to Dexterity.

They also can cast endure elements and invisibility at will, the latter only on themselves, cone of cold and ice storm three times per day, and gain the same 1/day abilities as a Djinni except create wine. All of these are spell-like abilities.