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
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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.
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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
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GEN I E S

