Page 145 - Monster Manual [11th Print]
P. 145

VAR I ANT: G  E N I E   POWERS
                                                              Genies have a variety of magical capabilities, including spells.
                                                             A few  have even greater powers that allow them to alter their
                                                              appearance or the nature of real ity.
                                                               Disguises. Some genies can veil themselves  in  ill usion to
                                                              pass as  other similarly shaped creatures. Such gen ies can
                                                              innately cast the disguise self spell at will, often with a  longer
                                                             duration than is normal for that spell. Mightier genies can
                                                             cast the true polymorph spell one to three times  per day,
                                                              possi bly with a  longer duration than normal. Such genies can
                                                             change only their own shape, but a rare few  can use the spell
                                                             on other creatures and objects as well.
                                                               Wishes. The genie power to grant wishes is legendary
                                                             among mortals. Only the  most potent genies, such as those
                                                              among the nobil ity,  can do so. A  particular genie that has this
                                                              power can grant one to three wishes to a creature that isn't
                                                             a genie. Once a  genie has granted its li mit of wishes, it can't
                                                             grant wishes again for some amount oftime (usually  1  year) ,
                                                             and cosmic law  dictates that the same gen ie can expend
                                                             its limit of wishes on a  specific creature on l y once in that
                                                             creature's existence.
                                                               To  be granted a  wish,  a creature within 60 feet of the genie
                                                             states a desired  effect to it. The genie can then cast the
                                                             wish  spell  on the creature's  behalf to  bring  b out the effect.
                                                                                           a
                                                             Depending on  the  genie's nature, the genie might try to
                                                                               ==
                                                                                       ==
                                                                                 ==
                                                                                     ==
                                                             pervert the  intent of the  wish  by exploiting the wish's  poor
                                                             wording. The  perversion of the wording is  usually crafted to
                                                             be to the genie s bene t.
         c: ==  ==  ==  ==  ==  ==  ��� ==  ==  == == ==  ==  ==  ::=  ::::::==  ==  = z= = = z z '  = =  ==  == =s-:::::-sE;;:::==  ==  ==  ::::i
                                     ==
                                                                = = = = === = = fi
                                �
                                   ==
                       ==
          DJINNI  ===-                                      3/day each: create f o od and water (can create wine  n stead of
                                                                                                i
          Large elemental,  chaotic good                      water), tongues,  wind walk
                                                                                              )
                                                            l / day each: conjure elemental (air elemental only ,   creation,
                                                              gaseous  f o rm,  invisibility, major image, plane shift
          Armor Class  1 7   (natural armor)
          Hit Points  1 6 1  (14dl0 + 84)                   AC I O  N S
                                                               T
          Speed 30 ft., fly 90 ft.
                                                            Multiattack. The djinni makes three scim itar attacks.
             STR    DEX    CON     INT    WIS    CHA
           21  (+5)   1 5   (+2)   22  (+6)   1 5   (+2)   16  (+3)   20  (+5)   Scimitar. Melee Weapon Attack: +9 to hit, reach  5 ft., one
                                                            target.  Hit: 1 2   (2d6 +  5) slashing damage  plus 3  (l d6)  lightning
                                                            or thunder damage  (djinni's choice).
          Saving Throws  Dex  +6, Wis +7,  Cha +9
          Damage Immunities  i ghtning, thunder             Create Whirlwind. A 5-foot-radius, 30-foot-tal l cylinder of
                         l
          Senses darkvision 1 2 0 ft., passive Perception  1 3    swi rling air magically forms on  a  point the djinni can see
          Languages Auran                                   within 1 2 0 feet of it. The whirlwind lasts as  long as the djinni
          Challenge 11  (7,200 XP)                          maintains concentration (as if concentrating on a  spell). Any
                                                            creature but the djinni that enters the whirlwind must succeed
                                                            on a  DC 1 8    Strength savi ng throw or be restrained  by it. The
          Elemental Demise.  If the djinni dies, its  body disi ntegrates into
                                                            djinni can move the whirlwind up to 60 feet as an action,
          a  warm breeze, leaving behind only equipment the djinni was
                                                            and creatures restrained by the whirlwind move with it. The
          wearing or carrying.
                                                            whirlwind ends if the djinni loses sight of it.
          Innate Spellcasting. The dj inni's  innate spellcasting ability   A creature can use its action to free  a creature restrained
                              1
          is Charisma  (spell save DC  7 , +9 to hit with spell attacks).  It   by the whirlwind, including itself,  by succeeding on a  DC
          can innately cast the following spells, requiring no material   18 Strength check.  If the check succeeds, the creature is no
          components:                                       longer restrained and moves to the nearest space outside the
                                                            whirlwind.
 • At will: detect evil  and good, detect  magic,  thunderwave
                           ==
         c: ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ==  ::::::: ==  ::;:  ==  ==  ==  ==  ==  ::=  ==  ==  === ==  ==  ==  ==  ==  ==  ==  :s:: ::::::: :::;:: ==  ==  ==  ===i
          GEN I E S
   140   141   142   143   144   145   146   147   148   149   150