Paraelemental Genies

Evil Josef

First Post
Hi there! I posted these genies to the group in response to a challenge of some sort, and just recently found them on my hard drive again. So I thought that I'd post them again. Why the heck not!

I've listed telepathy and plane shift as abilities for all of the genies, which is a common trait shared by genies in general, as per page 95 of the Monster Manual.

Enjoy! Er... again!
 

log in or register to remove this ad

Frost Genie

Genie, Frost
Large Outsider (Air, Chaotic, Cold)
Hit Dice: 10d8+30 (70 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft.; fly 60 ft. (perfect)
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Slam +15/+10 melee
Damage: Slam 1d8+9 and 1d6 cold
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, chill
Special Qualities: Plane shift, telepathy
Saves: Fort +10, Ref +9 , Will +9
Abilities: Str 23, Dex 15, Con 16, Int 12, Wis 15, Cha 15
Skills: Concentration +17, Escape Artist +12, Intimidate +11, Listen +12, Move Silently +12, Sense Motive +11, Spellcraft +11, Spot +12, Wilderness Lore +11
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative

Climate/Terrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 11-15 HD (Large); 16-30 HD (Huge)

Although they dwell on the Elemental Plane of Air and Elemental Plane of Water, frost genies find neither place well suited to their particular tastes. Instead, they can most often be found wandering the tundra and arctic wastes of the Prime, seeking only to prolong their own survival and well-being, often at the expense of others.

Often mistaken for frost giants in sparse furs or leathers, frost genies are almost never without a large, mobile collection of precious metals and valuable art, not to mention the hoard of magical items they steal from unlucky travelers through their domains. Often, they go disguised with alter self to reluctantly trade their possessions or lure adventurers into range for an attack.

Frost genies are almost exclusively nomadic, preferring to keep to themselves so as not to share their plunder. A scant few have mobilized small clans, lead by a khan, and areas with two or more of these clans are witness to frequent turf battles.

Frost genies speak Aquan, Auran, and Common.

COMBAT

A frost genie mainly concerns himself with travelers who, by means of detect magic, seem to have the largest amount of valuable or powerful goods. It then puts its ambush skills to good use, either turning invisible and calling out to the victim, or using alter self to imitate a person in need. When the opponent comes close, assuming they're fooled, the frost genie either cuts off their escape or seals them in with wall of ice, and employs any means necessary to part the owner of his possessions. If the battle goes badly, the frost genie is most likely to think of his own preservation, turn invisible, and flee by air. They will, however, viciously attack any fire-based creatures (especially other genies), preferably en masse, without less regard to their safety.

Spell-Like Abilities: At will - alter self, chill touch, detect magic, detect law, invisibility (self only), and ray of frost; 1/day - cone of cold, enlarge, persistent image, polymorph self, and wall of ice; 1/week - wish (to non-genies only). These abilities are as the spells cast by an 18th-level sorcerer (save DC = 12 + spell level).
Chill (Ex): A frost genie's ice-cold body deals 1d6 points of additional cold damage whenever it hits in melee, or when grappling, each round it maintains a hold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
 

Ooze Genie

Genie, Ooze
Large Outsider (Earth, Water, Evil)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Slam +13/+8 melee
Damage: Slam 1d8+9 and 1d6 acid
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, acid
Special Qualities: Plane shift, telepathy
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 22, Dex 14, Con 14, Int 10, Wis 15, Cha 15
Skills: Escape Artist +15, Intimidate +15, Listen +15, Spot +14, Spellcraft +13
Feats: Cleave, Power Attack, Sunder

Climate/Terrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-12 HD (Large); 13-24 HD (Huge)

Ooze genies are, quite possibly, the most despicable and immoral of genies. Like the dao, they are primarily concerned with wealth and power, and exploit lesser creatures to these means. Unlike the dao, they have no sense of industry or corporation - or hygiene.

Ooze genies appear at ten to fifteen foot tall obese humanoids, covered in a thick layer of semi-transparent green or gray slime. As their acid burns away most suitable clothing material, they usually go without apparel and either stash away their wealth in a hidden cave or command a team of slaves to transport it about, so that they might peruse it at their pleasure. Some ooze genies are fond of 'sticking' more resilient gems into their malodorous slime coverings.

On the Planes of Earth and Water, ooze genies regularly meet in clubs to brag about their "acquisitions" which they most likely bullied out of less powerful creatures or stole from otherwise impenetrable vaults and store-rooms using their acidic slime; activities that the ooze genies view as a delightful sport in spite of the damage and material losses they incur. The director of the club might organize a 'treasure hunt', in which a band goes out robbing on another plane, or form permanent communities where ooze genies might trade their pilfered possessions.

Ooze genies speak Aquan, Terran, and Common.

COMBAT

Ooze genies love to confuse and beguile opponents during battle by using passwall, transmute rock to mud, and move earth to keep the battlefield in constant disarray. Whatever creatures aren't buried by earth are ambushed through the walls by the treacherous ooze genies, who gleefully melt away armor and pound away with their powerful fists.

Spell-Like Abilities: At will - alter self, detect good, detect magic, gaseous form, invisibilty, and passwall; 3/day - transmute rock to mud, move earth, and Melf's acidic arrow; 1/day - grant up to three limited wishes (to nongenies only). These abilities are as the spells cast by a 19th-level sorcerer (save DC = 12 + spell level).
Acid (Ex): An ooze genie's viscous body-matter is highly acidic and can rapidly dissolve organic material and metal. Any melee hit deals acid damage. The ooze genie's acid deals 40 points of damage per round to metal or wooden objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 15). A metal or wooden weapon that strikes an ooze genie also dissolves immediately unless it succeeds at a Reflex save. If an ooze genie successfully grapples an opponent, the opponent's armor must likewise make a Reflex save at a -4 penalty or dissolve into uselessness.
 

Smoke Genie

Genie, Smoke
Large Outsider (Air, Chaotic, Evil, Fire)
Hit Dice: 7d8
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft.; fly 60 ft.
AC: 16 (-1 size, +4 Dex, +3 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 1d8+6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, improved grab, inhalation
Special Qualities: Plane shift, telepathy
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 18, Dex 19, Con 14, Int 11, Wis 15, Cha 15
Skills: Bluff +9, Escape Artist +14, Intimidate +12, Listen +12, Sense Motive +11, Spellcraft +10, Spot +12
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative

Climate/Terrain: Any
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)

Eternal enemies of the free-spirited djinn, smoke genies are jealous, murderous killers who seek to have everything that the djinn possess - fabulous kingdoms, grand wealth, and the awe of the common folk - but possess little of the discipline to achieve it.

Smoke genies appear as giant humanoids with coal black skin, trailing clouds of thick black smoke from the top of their heads where a human's hair would normally be. They aren't shy about exhibiting their wealth, draping themselves in elaborate gold chains and stuffing thick rings around their fingers, though they lack much of the style and tact of other genie (excepting, maybe, ooze genies).

Though a few dwell on the Elemental Plane of Fire, most choose to live on the Plane of Air, where they can pursue their sporadic and ill-fought conflict against the djinn. Little comes of their 'struggle', however, as smoke genies are constantly bickering between themselves and can rarely organize the kind of force needed to overtake the famed fortresses of the djinn.

Smoke genies speak Auran, Ignan, and Common.

COMBAT

Like many other evil paraelemental genies, smoke genies prefer the element of surprise when attacking, and rush invisibly towards a likely looking victim for their inhalation attack, usually preceding a blast of pyrotechnics. Individual smoke genies are quick to flee when the tide turns, but in a group, none wish to have any weaknesses exposed, and fight for as long as they can.

Spell-Like Abilities: At will - alter self, invisibility (self only), and pyrotechnics; 1/day - gaseous form, persistent image, and limited wish (to non-genies only). These abilities are as the spells cast by a 20th-level sorcerer (save DC = 12 + spell level).
Improved Grab (Ex): To use this ability, the smoke genie must hit with its slam attack. If it gets a hold, it may initiate its inhalation attack.
Inhalation (Ex): With a successful grapple attack, a smoke genie may force any living, breathing creature of Large size or smaller to inhale some of its essence. If the target fails a Fortitude save (DC 15), the smoke solidifies inside the victim and crushes at nearby organs, dealing double slam damage automatically. If the affected creature breaks the grapple, the crushing smoke automatically leaves their body. If the smoke genie wins the grapple check, the victim may still make a Fortitude save to cough out the offending vapors for that round.
 

Magma Genie

Genie, Magma
Large Outsider (Earth, Fire, Chaotic, Good)
Hit Dice: 8d8+32 (68 hp)
Initiative: -1 Dex
Speed: 20 ft.
AC: 17 (-1 size, -1 Dex, +9 natural)
Attacks: Slam +14/+8 melee
Damage: Slam 1d8+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, burn
Special Qualities: Plane shift, telepathy
Saves: Fort +10, Ref +5, Will +8
Abilities: Str 25, Dex 8, Con 19, Int 11, Wis 15, Cha 15
Skills: Appraise +11, Craft (any) +11, Knowledge (any) +9Sense Motive +13, Spellcraft +9, Spot +13
Feats: Cleave, Power Attack, Sunder

Climate/Terrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 9-12 HD (Large); 13-24 HD (Huge)

Gentle and free-spirited though dangerous to touch, magma genies are jolly beings concerned mostly with maintaining their freedom in the face of a constant efreeti threat. Though some may succumb to the efreeti slavers and their vile magic, most magma genies remain free, sailing their great iron ships through the magma rivers and oceans of the Elemental Plane of Fire.

Though magma genies are sometimes mistaken for the more sinister fire giant at a glance, the difference becomes immediately discernible. Where fire giants are smoldering and hateful, magma genies are warm and generous. They often wear clothing made from metal bands and strips, with richer magma genies sporting outfits festooned with opals and diamonds.

Magma genies make their homes aboard colossal vessels akin to ships that they sail down the lava flows of the Elemental Plane of Fire, remaining nomadic and just out of reach from attacking efreet. A captain presides over the crew that mans each ship, with each ship being nearly as large as a fortress. Some tell tales of ships the size of small cities, and given the other wonders the Planes have to hold, this is hardly impossible.

COMBAT

When confronted with an attack on their ship, magma genies fight with a ferocity little matched by many other beings on the Plane of Fire, as they value their freedom and security, and are willing to die for it. They are especially fond of dividing attackers with wall of fire or, failing that, confusing and blinding them with use of invisibility, gaseous form, and pyrotechnics. When confronted aboard their ships, magma genies never surrender.

Spell-Like Abilities: At will - detect evil, detect magic, gaseous form, invisibility, passwall, persistent image, and pyrotechnics; 3/day - transmute rock to mud, and wall of fire; 1/day - grant up to three limited wishes (to non-genies only). These abilities are as the spells cast by a 19th-level sorcerer (save DC = 12 + spell level).
Burn (Ex): Those grappled by a magma genie or hit by its slam attack must succeed at a Reflex save (DC 13) or catch fire. The fire burns for 1d4 rounds (see Catching on Fire, page 86 of the DMG). A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a magma genie with natural weapons or unarmed attacks must likewise make a Reflex save to avoid catching fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
 


Trending content

Remove ads

Top