TEXT:  
  
  Genies Great 
  and Small 
  21 New Genies of Zakhara 
   
   
  CREDITS 
   
   
  Design: Dan Dillon 
  Editing: Blaine McNutt 
  Cover Artist: Karl Waller 
  Interior Art: Karl Waller 
  Art Direction & Graphic Design: Marc Radle 
  Publisher: Wolfgang Baur 
   
   
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  ISBN = 978-1-936781-63-8 
   
   
   
   
   
   
   
   
   
   
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  O 
   
   
   
   
   
   
   
   
  GREETINGS, EFFENDI! 
  A thousand greetings, friend! You have traveled far, butyou have 
  come to the right place. Follow me to the sultan'srenowned library, 
  honored guest, and there we shall plumb lore to depths known byfew 
  mortals. The secrets of the genies await! 
   
   
   
   
   
   
   
   
  f all the beings who live and labor in the Land 
  of Fate, none stir more curiosity than genies. In 
  other lands, genies are beings in obscure stories and 
  esoteric lore. In Zakhara, they are part of everyday life 
  even for the lowliest of commoners. Every Enlightened 
  man, woman, and child knows that genies watch and 
  listen always and that a callous act or boatsful word 
  may draw their attention. And with such grim notice 
  comes the evil eye. 
  Befitting a land of untold splendor and boundless 
  mystery, more genies reside in Zakhara than many 
  would guess. From the lowliest gen to the mightiest 
  slayer, read on and know the wonders of genies! 
  G EN  
   
  Gen are minor genies who reside on the elemental 
  planes. Resembling  tiny versions of the  more 
  well-known genies, gen are most plentiful on the plane 
  corresponding to their nature. Despite that affinity, each 
  variety of gen can be found on all the Elemental Planes, 
  scurrying about carrying messages or running errands. 
  Bound Servants. Unlike most genies, the tiny gen are 
  relatively good servants, with little of the dislike of 
  service that their larger brethren exhibit. Gen serve 
  as messengers and servants to more powerful genies, 
   
   
   
  TABLE OF CONTENTS 
  Gen ...................................................................... 2 
  Air Gen ...................................................................... 3 
  Earth Gen .............................................................. 3 
  Fire Gen ................................................................ 3 
  Water Gen ................................................................. 3 
  Genie, Bottled ..................................................... 6 
  Bottled Genie Template ................................................ 6 
  Genies ................................................................. 8 
  Alnnakhi ................................................................ 8 
  Khamsiri. ................................................................... 8 
  Nafurzi. ................................................................. 8 
   
   
   
   
   
  2 
  Genies, Tasked ............................................................... 11 
  Administrator .......................................................... 11 
  Architect ................................................................... 11 
  Artist ........................................................................ 12 
  Deceiver ................................................................... 12 
  Guardian .................................................................. 12 
  Harim Servant ......................................................... 12 
  Herdsman ................................................................ 13 
  Messenger ................................................................ 13 
  Miner ........................................................................ 13 
  Oathbinder ............................................................... 13 
  Slayer ................................................................................ 14 
  Warmonger ............................................................... 14 
  Winemaker .............................................................. 14 
  
  and at times they serve mortals with ties to genie 
  lords. Despite their small stature and relatively limited 
  power, gen take their station seriously. They are easily 
  offended if mortals dismiss them or otherwise fail to 
  show them proper respect. Conversely, if mistreated 
  by its master, a gen can become an unlikely ally if 
  approached with the right amount of flattery. 
   
  AIR GEN 
  Also called djinnlings, air gen are unnaturally thin with 
  bluish skin and white hair. In bright light, their bodies 
  seem almost transparent. The mood and even the 
  appearance of an air gen shifts with the local weather. 
  Before a storm, an air gen becomes gray and fidgety, 
  and on a calm day, it is serene and pale blue. 
  Often aloof and moralistic, air gen tend to give their 
  masters unwanted advice about what they are doing 
  wrong in the moment and about what they could do to 
  be happier. 
  WATER GEN 
  Water gen, also called maridan, have greenish skin, blue 
  eyes, and blue hair. They are perpetually damp even 
  when they haven't been near water for days, and their 
  hair often has bits of seaweed or flotsam tangled in it. 
  They move gracefully both in and out of water and love 
  to adorn themselves with seashells, coral, and pearls. 
  Water gen are playful and capricious with a great 
  love of mischief and pranks. These pranks are rarely 
  harmful but can be annoying. Maridan are empathetic 
  creatures, and their feelings are easily hurt when others 
  rebuff their mischief. 
   
  AIR GEN (P UNNLING) 
  Tiny elemental, chaotic good 
  Armor Class 13 
  Hit Points 15 (6d4) 
  Speed 20 ft.,fly 70 ft 
   
  EARTH GEN 
  Stocky and thickly built, the daolanin (DAY-oh-lah- 
  NEEN) have tan skin the color of sand and jet  black 
  hair. They move heavily as ifthey can barely carry their 
  own weight. They care little for wealth, instead viewing 
  precious stones and jewelry as delicious treats-as 
  many mortal masters discover only after rather 
  expensive meals. 
  Earth gen are tactless and direct, caring nothing 
  for the feelings of others. They are ultimately selfish 
  creatures who grumble bitterly when bound into service 
  despite secretly finding it fulfilling. Daolanin have no 
  shame in expressing their own wants and desires. 
   
  FIRE GEN 
  The efreetikin embody elemental fire with their 
  coal-black skin and long, flame-red hair. A fire gen's 
  fingers are tipped with bright red claws that trail 
  sparks, and wisps of smoke curl from their skin. 
  They're always in motion -it's nearly impossible to 
  get a fire gen to stay still. 
  Fire gens are malicious and judgmental. They're 
  quick to point out faults in those around them, often 
  launching into lengthy diatribes on such faults. Most 
  importantly, their masters must monitor the gens' 
  pyromaniac tendencies. For when bored or when their 
  minds wander, efreetikin set fires without thinking. 
   
   
  GEN FAMILIARS 
  Warlocks of the Genie Lord Otherworldly Patron 
  who choose the Pact of the Chain can choose a 
  gen as their Pact Boon familiar (see Deep Magic: 
  Elemental Magic from Kobold  Press). 
  STR 
  6 (-2) 
  DEX 
  17 (+3) 
  CON 
  11(+0) 
  INT 
  WIS 
  11(+0) 
  12(+1) 
  CHA 
  14(+2) 
   
   I 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ·17 3 
   
   
  
  Skills Acrobat ics +S, Deception +4,Sleight of Hand +S, 
  Stealth +S 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage mmunities lightning, poison,thunder 
  Condition  mmunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Auran 
  Challenge 1(200 XP) 
   
  Elemental Affinity.The djinn ling adapts to the normal 
  environment on any elemental plane,and it can survive 
  there indefinitely. 
  Elemental Demise.If the djinnling dies, its body 
  disintegrates into a warm breeze,leaving behind only 
  equipment the djinnling was wearing or carrying. 
  I
  nnate Spellcasting. The djinnling's innate spellcasting 
  ability is Charisma.  t can innately cast the following spell, 
  requiring no material components: 
  At will: plane shi (self only,to the Elemental or Material 
  Planes) 
  Magic Resistance.The djinnling has advantage on saving 
  throws against spells and other magical effects. 
  ACTIONS 
  Dagger.Melee or Ranged Weapon Attack: +S to hit, reach 5 
  ft. or range 20/60 ft.,one target. Hit: 5 (ld4 + 3) piercing 
  damage. 
  Wind Blade.Ranged Spell Attack: +4 to hit, range 60 ft.,one 
  target. Hit: 7 (2d6) slashing damage. 
   
   
   
   
  Armor Class 13 (natural armor) 
  Hit Points 21 (6d4 + 6) 
  Speed 20 ft., burrow 30 ft.,fly 30 ft. 
  Elemental Affinity.The daolanin adapts to the normal 
  environment on any elemental plane, and it can survive 
  there indefinitely. 
  Elemental Demise.If the daolanin dies, its body 
  disintegrates into crystalline powder,leaving behind only 
  equipment the daolanin was wearing or carrying. 
  I
  nnate Spellcasting. The daolanin's innate spellcasting ability 
  is Charisma.  t can innately cast the following spell, 
  requiring no material components: 
  At will:plane shi (self only,to the Elemental or Material 
  Planes) 
  Magic Resistance.The daolanin has advantage on saving 
  throws against spells and other magical effects. 
  ACTIONS  
   
  Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,one target. 
  Hit: 7 (2d4 + 2) bludgeoning damage.A creature hit by a 
  fist attack must succeed on a DC 12 Strength saving throw 
  or fall prone. 
   
  STR 
  DEX 
  14 (+2)  10 (+0) 
  CON 
  13 (+1) 
  I
  NT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 
  10 (+0) 
   
  Skills Athletics +4,Insight +3,  ntimidation +2,Survival +3 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage  mmunities acid, poison 
  ConditionImmunities petrified, poisoned 
  Senses darkvision 60 ft.,tremorsense 30 ft., passive 
  Perception 11 
  Languages Terran 
  Challenge 1(200 XP) 
   
  Earthglide. The daolanin can burrow through nonmagical, 
  unworked earth and stone. While doing so, it doesn't 
  disturb the material it moves through. 
  4 
  
   
   
   
   
  FIRE GEN (EFREETl klN) 
  Tiny elemental, lawful evil 
  Armor Class 13 
  Hit Points 15 (6d4) 
  Speed 20 ft., fly 50 ft 
   
  STR 
  6 (-2) 
  DEX 
  CON 
  17 (+3) 
  11(+0) 
  I
  NT 
  WIS 
  11(+0) 
   12 (+1) 
  CHA 
  14 (+2) 
   
  Skills Acrobat ics +S, Deception +4,Sleight of Hand +S, 
  Stealth +S 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage mmunities fire, poison 
  Condition mmunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages  gnan 
  Challenge 1(200 XP) 
   
  Elemental Affinity.The efreetikin adapts to the normal 
  environment on any elemental plane, and it can survive 
  there indefinitely. 
  Elemental Demise.If the efreetikin dies, its body 
  disintegrates in a flash of fire and puff of smoke, leaving 
  behind only equipment it was wearing or carrying. 
  Innate Spellcasting. The efreetikin's innate spellcasting 
  ability is Charisma.  t can innately cast the following spell, 
  requiring no material components: 
  At will: plane shi (self only,to the Elemental or Material 
  Planes) 
  Magic Resistance.The efreetikin has advantage on saving 
  throws against spells and other magical effects. 
  ACTIONS  
   
  Claws. Melee Weapon Attack:  +S to hit, reach 5 ft.,one 
  target. Hit 5 (ld4 + 3) slashing damage plus 2 (ld4) fire 
  damage. 
  Ember Blast. Ranged Spell Attack: +4 to hit, range 60 ft, 
  one target. Hit: 7 (2d6) fire  damage. 
   
  WATER  GEN (MARI DAN) 
  Tiny elemental, chaotic neutral 
  Armor Class 13 
  Hit Points 21 (6d4 + 6) 
  Speed 20 ft., fly 50 ft, swim 70 ft. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Damage mmunities poison 
  Condition  mmunities poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Aquan 
  Challenge 1(200 XP) 
   
  Amphibious. The maridan can breathe air and water. 
  Elemental Affinity.The maridan adapts to the normal 
  environment on any elemental plane, and it can survive 
  there indefinitely. 
  Elemental Demise.If themaridan dies, its body 
  disintegrates in a burst of water and foam, leaving behind 
  only equipment the maridan was wear ing or carrying. 
  I
  nnate Spellcasting. The maridan's innate spellcasting 
  STR 
  6 (-2) 
  DEX 
  17 (+3) 
  CON 
  13 (+1) 
  I
  NT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  14 (+2) 
  ability is Charisma.  t can innately cast the following spell, 
  requiring no material components: 
  At will:plane shi (self only,to the Elemental or Material 
  Skills Athletics +2, Deception +4,Insight +3, Perception +3 
  Damage Resistances acid,cold,lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Planes) 
  Magic Resistance.Tpe maridan has advantage on saving 
  throws against spells and other magical effects. 
  5 
   
   
  
   
   
   
   
  target takes 3 (ld6) bludgeoning damage and, if Medium 
  or smaller; is pushed 5 feet away from the maridan and 
  knocked prone. On a success, a target takes half the 
  bludgeoning damage but is not pushed or knocked prone. 
   
   
  GENIE, BOlTLED 
  A genie bound in a prison with no contact or tasks 
  from a master for too long may lose its mind. When a 
  creature touched by Fate, who can reshape reality with 
  a whim, finds itself twisted with rage and madness, 
  the results are terrifying to behold. Bottled genies are 
  cruel and unpredictable, lashing out at everything and 
  everyone around them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ACTIONS  
   
  Dagger. Me/ee or Ranged Weapon Attack: +S to hit, reach 5 
  ft. or range 20/60 ft.,one target. Hit: 5 (ld4 + 3) piercing 
  damage. 
  Water Lash. The maridan magically shoots water in a 
  20-foot line that is 5-feet wide. Each creature in the line 
  must make a DC 12 Dexterity saving throw. On a failure,a 
  BOTILED  GENIE TEM PLATE 
  Any true genie can become a bottled genie if imprisoned 
  long enough. Tasked genies can't become bottled genies; 
  instead, they become slayers. 
  When a true genie becomes a bottled genie, it retains 
  its statistics except as described below. 
  Alignment. The genie's alignment becomes chaotic evil. 
  Innate Spellcasting. The genie gains the following 
  additional innate spells: 
  At will: dissonant whispers 
  3/day: confusion 
  11day: feeblemind 
  Insanity. The genie has advantage on saving throws 
  against being charmed or frightened. 
  New Reaction: Mind Twist. When a creature the genie 
  can see targets the genie with an attack, the creature 
  must make a Wisdom saving throw (DC = 8 + the 
  genie's proficiency bonus + Charisma modifier). On 
  a failed save, the creature must choose a new target 
  for the attack. Ifthere is no other target in range, the 
  attack fails. Creatures immune to being charmed are 
  immune to this effect. 
   
   
   
   
  TRU E GENIES 
  Geniekind is varied and wondrous with many 
  different related types of genies springing from the 
  font of energy within each of the Elemental Planes. 
  The distinction becomes even blurrier when genies 
  become tasked after long service in a particular 
  area (see Genies, Tasked). Though all genies treat 
  one another with greater respect than they do any 
   
  6 
   
   
  non-genie, there is something of a hierarchy which 
  places so-called true genies above all others. 
  The most well-known true genies are the dao, 
  djinn, efreet, and marid. Less common varieties of 
  true genie include the alnnakh,khmsir, and nafurz 
  presented herein . As a simple rule, any genie that 
  isn't a gen or a tasked genie is a true genie. 
  
  BOTTLED DJINNI 
  A creature can use its action to free a creature restrained 
  Large elemental, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit  Points 161 (14d10  + 84) 
  by the whirlwind, including itself, by succeeding on a DC 
  18 Strength check. f the check succeeds, the creature is no 
  longer restrained and moves to the nearest space outside 
  the whirlwind. 
  Speed 30 ft., fly 90  ft 
  R EACTI O NS  
   
   
  STR 
  DEX 
  21 (+5)   15 (+2) 
   
  CON 
  22 (+6) 
   I
  NT 
  15 (+2) 
  WIS 
  16 (+3) 
   
  CHA 
  20 (+5) 
  Mind Twist. When a creature the djinni can see targets 
  the djinni with an attack, the creature must make a DC 17 
  Wisdom saving throw. On a failed save,the creature must 
  choose a new target for the attack. If there is no other 
  Saving Throws Dex +6, Wis +7, Cha +9 
  Damage  mmunities lightning, thunder 
  Senses darkvision 120 ft.,passive Perception 13 
  Languages Auran 
  Challenge 12  (8.400 XP) 
   
  Elemental Demise.If the djinnidies, its body disintegrates 
  into a warm breeze, leaving behind only equipment the 
  djinni was wearing or carrying. 
  Innate Spellcasting. The djinni's innate spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with 
  spell attacks).  t can innately cast the following spells, 
  requiring no material components: 
  At will:detect evil and good, detect magic, dissonant 
  whispers,  thunderwave 
  3/day each: confusion, create food and water (can 
  create wine instead of water), tongues, wind walk 
  1/day each: conjure elemental (air elemental only), 
  creation, feeblemind, gaseous form, invisibility, major 
  image, plane shi 
  I
  nsanity.The djinni has advantage on saving throws against 
  being charmed or frightened. 
  ACTI O NS  
   
  Multiattack.The djinn imakes three scimitar attacks. 
  Scimitar.Melee Weapon Attack: +9 to hit. reach 5 ft, 
  one target Hit: 12 (2d6 + 5) slashing damage 
  plus 3 (ld6) lightning or thunder damage 
  (djinni's choice). 
  Create Whirlwind. A 5-foot-radius, 
  30-foot-tall cylinder of swirling air magically 
  forms on a point the djinn can see within 
  120 feet of it The whirlwind lasts as long 
  as the djinnimaintains concentrat ion (as if 
  concentrating on a spell). Any creature but 
  the djinni that enters the whirlwind must 
  succeed on a DC 18 Strength saving 
  throw or be restrained by it. The djinni 
  can move the whirlwind up to 60 feet 
  as an action,and creatures restrained by 
  the whirlwind move with it. The whirlwind 
  ends if the djinni loses sight of it. 
  target in range,the attack fails. Creatures immune to being 
  charmed are immune to this effect 
   
   
  7 
  
   
   
   
   
  GENI ES 
  Genies are varied and wondrous creatures, and yet 
  most mortal scholars know only of the four great 
  elements of geniekind. Beyond the dao, djinn, 
  efreet, and marid, there are other true genies just as 
  powerful, who manifest the strength of the elements 
  in the Land of Fate. These lesser known genies hail 
  from the nearest reaches of the Elemental Planes, 
  where the elements blend together in greater 
  harmony before solidifying into the Material Plane. 
  They are enigmatic and reclusive, even shunning the 
  company of other genies. 
   
  ALN NAKHI 
  Hailing from the Elemental Plane of Earth, the tall, 
  slender, and powerful alnnakh are creatures of the 
  oasis. They embody the tenacity of life even in the 
  deepest deserts, and they share a deep kinship with 
  plants. Taller than any other true genies, the alnnakh 
  adorn themselves with jewelry of expertly carved and 
  polished wood and with clothing woven from natural 
  fibers. Their skin is a rich brown, and their hair is 
  deep green. When they fly, their lower halves become 
  swirling columns of palm fronds and flower petals. 
  Caretakers of the Garden. Alnnakh appoint 
  themselves the guardians of natural growth, such as 
  a remote desert oasis, a forgotten garden, or a lonely 
  stand of trees. They spend their days in solitude, 
  content to nurture their charge and ensure the 
  purity of its surroundings. While they are reclusive, 
  alnnakh aren't cruel and will allow creatures in need 
  to nourish themselves in their oasis or garden. Woe, 
  however, to the intruder who damages the pristine 
  balance of the place. 
   
  KHAMSIRI 
  Lithe genies from areas where the Elemental Plane of 
  Air meets that of Earth, khamsir are swift beings with 
  skin composed of shifting sand. They wear trinkets of 
  sand-blasted rock and bone as well as scanty, flowing 
  garments of tough, woven fabric. They relish the sound 
  of roaring winds and the hiss of sand as it scours stone 
  and wood. 
  Whimsical Wanderers. Khamsir are consummate 
  explorers, constantly riding the desert winds to see 
  what lies beyond the next dune. They've forgotten the 
  locations of more Jost ruins and ancient artifacts than 
  mortal explorers will ever know. If one can convince a 
  khamsiri to stay still, listen, and cooperate, it's possible 
  to tap their vast knowledge. 
   
   
   
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  IN 
  ·n -' 
   
   
  NAFU RZI 
  Muscular humanoid genies with midnight blue skin, 
  the nafurz often display bitter, anguished expressions. 
  Wearing barely enough to preserve their modesty, the 
  nafurz prefer oiled leather of exotic creatures and a few 
  bits of pearl or silver jewelry. They hail from the depths 
  of the Elemental Plane of Water, but having grievously 
  offended Fate, they may never return. 
  Bound and Bitter. Every nafurzi labors under an 
  unbreakable curse that binds it to a single body of 
  water. They can leave their bound water but can never 
  go far, and many find themselves drawn to springs, 
  oasis pools, or even wells. Lurking in these places 
  where their water entices mortals, the nafurz lash out 
  to drown unsuspecting victims in the depths of their 
  unwanted homes. Sometimes a nafurzi checks its 
  bitter hatred in the hopes that a mortal might find a 
  way to break its curse or at least help it move to a new 
  body of water. 
  
  ALNNAkHI 
  Large elemental (shapechanger), lawful neutral 
  Armor Class 17 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft., climb 60 ft.,fly 30 ft. 
  kHAMSIRI 
  Large elemental, chaotic neutral 
  Armor Class 16 (natural armor) 
  Hit Points 147 (14d10 + 70) 
  Speed 40 ft., fly 90 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  14 (+2) 
  21 (+S) 
  14 (+2) 
  19 (+4) 
  18 (+4)  
  16 (+3)  22 (+6) 
  20 (+S) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
   
  Saving ThrowsInt +6,Wis +8, Cha +8    Damage 
  Resistances bludgeoning, piercing Senses 
  darkvision 120 ft.,passive Perception 14 
  Languages Sylvan, Terran 
  Challenge 11(7,200 XP) 
   
   
  Elemental Demise. If the alnnakhi dies, its body 
  disintegrates into a burst of wood splinters and shredded 
  leaves, leaving behind only equipment the alnnakhi was 
  wearing or carrying. 
  False Appearance  (Plant Form Only). While the alnnakhi 
  remains motionless, it is indistinguishable from a normal 
  plant 
  Innate Spellcasting. The alnnakhi's innate spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with 
  spell attacks).  t can innately cast the following spells, 
  requiring no material components: 
  At will:druidcraft, entangle, goodberry, thorn whip, plant 
  growth 
  3/day each:transport via plants, speak with plants, 
  tongues 
  1/day each: commune with nature, gaseous form, 
  invisibility, plane shi, wall of thorns 
  Shapechanger. The alnnakhi can use its action 
  to transform into a Large plant appropriate to its 
  garden (though all alnnakh have an affinity for the 
  date palm) or back to its true form. While in plant 
  form it loses its climb and fly speeds. Otherwise, 
  its statistics remain the same. Any equipment it is 
  wearing or carrying melds into its new form or falls to 
  the ground as the alnnakhi chooses. 
  ACTIONS 
  Multiattack.The alnnakhi makes two slam attacks. 
  Slam. Melee Weapon Attack:  +9 to hit, reach 5 ft.,one 
  target. Hit 14 (2d8 + 5) bludgeoning damage. 
  Animate Plants (1/day). The alnnakhi magically animates 
  up to three trees that it can see within 60 feet of it. Such a 
  tree has the statistics of an awakened tree. An awakened 
  tree acts as an ally of the alnnakhi. The tree remains 
  animate for 1day or until it dies, until the alnnakhi dies or 
  is more than 120 feet from the tree, or until the alnnakhi 
  takes a bonus action to turn it back into an inanimate tree. 
  Then, if possible,the tree takes root. 
  Saving Throws Str +7, nt +S, Cha +8 
  Damage Immunities slashing 
  Senses blindsight 30 ft.,darkvision 120 ft., passive 
  Perception 13 
  Languages Auran 
  Challenge 12 (8.400 XP) 
   
   
  Elemental Demise. If the khamsiri dies, its body 
  disintegrates into a burst of sand and wind,leaving behind 
  only equipment the khamsiri was wearing or carrying. 
   
   
   
   
   
  
   
   
   
   
  Innate Spellcasting. The khamsiri's innate spellcasting ability 
  is Charisma (spell save DC 16, +8 to hit with spell attacks). 
  It can innately cast the following spells, requiring no 
  material components: 
  At will:detect magic, gust of wind, fog cloud (takes the form 
  of  swirling dust) 
  3/day each:tongues, wind wall, wind walk 
  1/day each:conjure elemental (air elemental only),control 
  weather (control winds only), gaseous form, invisibility, 
  plane shi 
  Sand Stealth.While within a sandstorm,dust storm, or 
  similar conditions, the khamsiri has advantage on Dexterity 
  (Stealth) checks, and it can Hide as a bonus action. 
  ACTIONS 
  Multiattack.The khamsiri makes two attacks with its claws. 
  Claw.Melee Weapon Attack:  +10 to hit,reach 5 ft.,one 
  target. Hit 13 (2d6 + 6) slashing damage plus 13 (3d8) 
  necrotic damage. The target must succeed on a DC 16 
  Constitution saving throw or its hit point maximum is 
  reduced by an amo!Jnt equal to the necrotic damage 
  taken. This reduction lasts until the creature finishes a long 
  rest if it has sufficient water to drink. The target dies if this 
  effect reduces its hit point maximum to 0. 
  Create Sandstorm.A 30-foot radius sphere of howling 
  wind and blinding sand magically forms centered on 
  a point the khamsiri can see within 120 feet of it. The 
  sandstorm is a heavily obscured area, and accumulating 
  sand becomes difficult terrain for any creature walking 
  in the storm. Any nonmagical flames in the storm are 
  extinguished. The sandstorm  lasts as long as the khamsiri 
  maintains concentration (as if concentrating on a spell). 
  When any creature (other than the khamsiri) enters the 
  sandstorm or starts its turn there, it must make a DC 18 
  Dexterity saving throw. On a failed save,the creatures 
  take 18 (4d8) slashing damage or half as much on a 
  successful one. 
  Amphibious. The nafurzi can breathe air and water. 
  Elemental Demise.If the nafurzi dies, its body disintegrates 
  into a swirl of stagnant water, leaving behind only 
  equipment the nafurzi was wearing or carrying. 
  Innate Spellcasting. The nafurzi's innate spellcasting ability  
  is Charisma (spell save DC 16, +8 to hit with spell attacks). 
  It can innately cast the following spells, requiring no 
  material components: 
  At will: create or destroy water; darkness, detect magic, 
  mirror image 
  3/day each: blight, tongues, water breathing 
  1/day each: conjure elemental (water elemental only), 
  control water; gaseous form  (takes the form of water; can 
  enter liquids) 
  Regeneration. The nafurzi regains 10 hit points at the start 
  of its turn if it is within its bound water. f the nafurzi takes 
  necrotic damage, this trait doesn't function at the start of 
  the nafurzi's next turn. The nafurzi dies only if it starts its 
  turn with O hit points and doesn't   regenerate. 
   
  MAFURZI 
  Large elemental, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 187 (15d10  + 105) 
  Speed 40 ft., fly 60 ft.,swim 90 ft. 
   
  STR 
  DEX 
  22 (+6)  12  (+1) 
  CON 
  24 (+7) 
  I
  NT 
  15 (+2) 
  W S 
  17 (+3) 
  CHA 
  18 (+4) 
   
  Saving Throws Dex +S,  nt +6,Cha +8 
  Damage Resistances acid, cold,lightning 
  Senses blindsight 10 ft.,darkvision 120 ft., passive 
  Perception 13 
  Languages Aquan,Common 
  Challenge 11(7,200 XP) 
   
  10 
  
   
   
   
   
  Waterbound. The nafurzi is bound  to a particu lar body of 
  water. If the nafurzi starts its turn  more than 60 feet away 
  from its bound  water. it takes 20 necrotic damage, and  it 
  has disadvantage on attack rolls and ability checks until 
  the start of its next turn. While in its bound  water. the 
  nafurzi can  pass through openings as small as 1-inch wide 
  without squeezing. 
  ACTIONS  
   
  Multiattack.The nafurzi makes two fist attacks. If both 
  attacks hit the same creature, the nafurzi can drown   it. 
  Fist. Me/ee Weapon Attack:  +10 to hit, reach S ft.,one target. 
  Hit: 15 (2d8 + 6) bludgeoning  damage, and the target is 
  grappled (escape DC 16).The nafurzi  has two fists, each of 
  which can grapple only one target. 
  Drown. The nafurzi forces water into the lungs of a creature 
  it is grappling. The target takes 22 (Sd8) bludgeoning 
  damage and must succeed on a DC 18 Constitution saving 
  throw or begin suffocating. A creature suffocating in this 
  way can't breathe as long as it is grappled  by the  nafurzi. 
   
  GENIES, TAS KED 
   
   
  Tasked genies were once djinn, efreet, dao, or marids, 
  but they have become something more suited to a 
  specific task or role. Either by immense time spent 
  doing one thing or through magical  manipulation 
  of their mind, form, and essence, these genies have 
  changed into new, specialized races. The form of a 
  tasked genie might resemble its original heritage, but 
  its appearance is always suited to its lot in life. 
  Live to Serve. Tasked genies exist to perform their 
  specialized role, whatever that may be. They might 
  work for powerful genie or elemental lords, but they 
  are also coveted by mortal spellcasters who seek out 
  the specific rituals necessary to conjure and bind a 
  tasked genie into service. Unlike typical genies, tasked 
  genies relish their servitude, even though some openly 
  complain or grumble about it. A tasked genie kept 
  from performing its duties ultimately goes insane, and 
  sometimes, it twists into a murderous mockery of its 
  former self 
   
  ADMINISTRATOR 
  Administrators are tall (often 7 feet), noble, and 
  universally beautiful. Once either marid or djinn, 
  they dress in flowing silk clothing that highlights 
  their physique, but are always tastefully dressed as 
  appropriate to their duties. They often carry scrolls 
  and ledgers. 
  Masters of Management. The administrators' purpose 
  is to govern households and bureaucracy for other 
  genies and mortals alike. They act as advisors, 
  negotiators, majordomos, seneschals, and generally 
  handle their master's day-to-day details. They are 
  proud of their work and are excellent at managing both 
  resources and personnel. They avoid combat and prefer 
  diplomatic solutions, but, if necessary, they can put 
  their skills to use turning invaders against one another. 
  A well-treated administrator can turn any organization 
  into a well-oiled machine. Ifneglected or mistreated, 
  however, they can bring even a great city down amidst 
  a shamble of errors and mismanagement. 
   
  ARCHITECT 
  Once dao, the builder genies are broadly built of solid 
  muscle. All architects are bald. Males wear ornate 
  goatees, and both males and females favor sleeveless 
  silk vests that display their musculature as well as 
  ornate jewelry of precious stones and metals. All carry 
  the tools of their trade-drawing compasses and rulers, 
  plumb bobs, chalk, levels, trowels, and builder's squares. 
  Construction and Destruction. Architects live for 
  their work, longing to leave through their creations 
  a legacy of lasting value that all the multiverse will 
  remember. Whether designing magnificent temples, 
  palaces, city walls, or elaborate mills, architects 
  don't care what they build, but they always prefer 
  the most extravagant and longest-lasting materials. 
  They'll even tear down existing structures to rebuild 
  them with improvements that only a master mason 
  would recognize. Sometimes an architect will lead 
  siege teams in battle, applying their knowledge in a 
  destructive fashion, but they always prefer to rebuild 
  and repair when the battle is done. 
   
   
   
   
  CONJURING 
  TASKED GENI ES 
  Calling up a tasked genie is no simple task of 
  spellcraft. Each variety of tasked genie requires 
  a unique ritual coupled with a conjuration spell 
  to bring it forth. The proper ritual to summon 
  a tasked genie can be the object of adventure 
  in forgotten tombs or a task of negotiation for 
  access to a learned wizard's library. 
  If the DM wishes to consider the ritual as  
  a piece of treasure, the rarity of a ritual is 
  determined by the challenge rating of the tasked 
  genie it summons. 
  CR 
  Rarity 
  1-4 
  Uncommon 
  Rare 
  10+   Very rare 
   
   
  11 
   
   
  
   
   
   
   
  Architects show great respect toward any race with 
  building achievements, they don't consider races 
  without mansions, bridges, and graceful architecture to 
  be civilized. 
   
  ARTIST 
  Reshaped from dao and djinn long ago, artists are 
  beautiful and graceful. In dress, they either live on the 
  cutting edge of fashion or utterly ignore style and wear 
  the shabbiest rags imaginable so as to focus fully on 
  their work. Regardless of an artist's particular craft, all 
  have long, nimble fingers and a keen eye for form and 
  proportion. 
  Multitalented Arrogance. Artists' specific roles 
  run the gamut. Some are purely artistic such as 
  poets, composers, musicians, sculptors, painters, 
  and weavers. Others are craftsmen (who bitterly 
  contend that their work is just as artistic as the pure 
  artists) such as potters, woodworkers, carpenters, 
  metal smiths of all types, gemcutters, calligraphers, 
  gardeners, tailors,-and seamstresses. 
  Artists are temperamental, and they easily take offense 
  to slights against their work. Retribution can be swift, 
  loud, and violent, or it can lay dormant for years before 
  the artist repays an insult, such as drinking vessels laced 
  with poison that slowly waste away a would-be patron. 
  They can be difficult to deal with and often require 
  indulgences, such as extravagant foods or ample time to 
  meditate and contemplate before starting work. 
   
  DECENER 
  Deceivers are tall and gaunt, perverted from djinn 
  into an existence of lies and illusion. Their skin is 
  mottled gray, and their arms are overly long ending in 
  too-large hands with steel claws. Their eyes are always 
  mismatched-one blue and one brown-and their hair 
  is lank and colorless. 
  Living Lies. Cowards who exist only to twist the 
  perception of others, deceivers shroud themselves in 
  illusion and stealth. They hate to interact with other 
  creatures and avoid it at all costs, only stooping to 
  direct contact when covered by illusion as part of 
  some elaborate scheme. Ifthey are forced  into combat, 
  they rake their steel claws across the eyes of attackers 
  to create opportunities to flee back into obscurity. 
  Deceivers try to use their illusions to herd their 
  enemies to their doom. 
  Even to their bound masters and rare friends, deceivers 
  always lie outrageously. It takes direct magical 
  compulsion (such as dominate monster) to force one 
  to tell the truth. They bear a particular fondness for 
  artist genies, though, seeing their works as a formal, 
  elaborate, and beautiful means of lying. 
   
  12 
  GUARDIAN 
  Guardians are terrible to behold. As reshaped efreet, 
  guardians stand over 10-feet tall and weigh over a 
  ton. A guardian has two faces on its head-one facing 
  forward, the other behind. It is completely bald with 
  curling, black horns jutting from its brows. Their skin 
  is deep red and thick like a rhinoceros' hide, and their 
  four massive arms wield wicked blades. 
  Unyielding Vigil. Guardians are ever-vigilant defenders 
  who are bound to protect a location, such as a 
  treasure vault. Their voices are booming and direct, 
  and they tolerate no attempts to sway them from their 
  task. Guardians freely inform intruders of their task, 
  and they prefer to intimidate or persuade would-be 
  thieves to leave rather than leap to violence. Woe to 
  the thief who tries to bribe a guardian, however, for 
  nothing sets the creature to anger and murder more 
  swiftly. 
  Because their work is never done, guardians are easily 
  the most frustrated of all tasked genies. Their very 
  nature demands them to maintain constant vigilance. 
  Other genies will never steal from a guardian, though 
  they may advise foolish mortals on how they might do 
  so. 
   
  HARIM  SERVANT 
  Tall and stern, harim servants are imposing figures 
  until one gets to know them. But pity the creature 
  with unfavorable intentions toward a harim servant's 
  charges. Standing over 8-feet tall, harim servants dress 
  in understated  robes that conceal chain armor, and 
  they often carry twin blades at their hips. 
  Devoted Caretakers. Despite the name, harim servants 
  do not only look over enclaves of women. They are 
  bodyguards and entertainers that specialize in the 
  defense of households, families, and similar groups 
  of people. They treat their charges with great respect, 
  affection, and care, and they demand the same from 
  any caller. They use their innate magic to serve and 
  entertain  those they defend. 
  Sometimes, harim servants patronize those outside 
  of their charge, particularly those of the opposite 
  sex of the genie. Whether or not others solicit their 
  advice, harim  servants tend to suggest clothing and 
  pursuits more suited to lounging in comfort and safety 
  rather than to adventure or business. Other genies 
  never attempt to approach those protected by a harim 
  servant without the servant's permission (which it 
  might grant if the harim servant's master is cruel and 
  mistreats its charges). 
  
   
   
   
   
  HERDSMAN 
  Herdsmen are shorter than most tasked genies, 
  barely reaching 6 feet in height. They are wiry with 
  quick hands, heavy eyebrows, and darkly tanned and 
  weathered skin from exposure to the sun and wind. 
  Their hair is dark and falls in loose curls from beneath 
  their head coverings. They always smell like their herds 
  with a hint of sour milk. 
  Riders and Breeders. Herdsmen genies exist to tend 
  herds of beasts, seeing to their needs and protection. 
  They live among their animals, tending them for 
  themselves or for a bound master. Herdsmen are 
  excellent riders and are quick to jump to the defense 
  of their herds, even using their magic to turn the 
  herds against bandits and rustlers. 
  Despite their seemingly insular nature, herdsmen 
  genies are an approachable lot as long as one shows 
  the proper respect to the hosts and to their animals 
  in particular. Herdsmen love contests of speed, and 
  challenging one to a race is a quick way to earn their 
  respect. They also love to haggle and enjoy wiling 
  away an afternoon to get the best deal for their milks, 
  cheeses, and animals. 
   
  MESSENG ER 
  Despite their small stature, messengers still bear a close 
  resemblance to the djinn they once were. Standing 
  barely 4-feet tall, messengers have rich blue skin and 
  lower bodies that trail away into an azure blur of 
  motion. Slim and fluid, they wear close-fitting clothes 
  and keep their hair cropped short under tightly- 
  wrapped turbans. 
  Swift Words. Messengers exist to deliver word to 
  and from the elemental and material planes. While 
  they lack the ability to magically shift themselves 
  between the planes, they know secret portals and 
  passages between the realms that no other genie or 
  mortal could hope to follow. Loquacious and helpful, 
  messengers enjoy conversation with travelers they 
  meet to exchange gossip, offer directions, and learn 
  new stories. 
  Endlessly energetic, the messengers never stop moving. 
  They can't, in fact, or they risk fading away to nothing. 
  Even when they rest, they don't need to sleep and keep 
  moving at least in minor ways. They hate to be kept 
  waiting and constantly fidget, tap, or pace. Containing a 
  messenger is torturous, and they might agree to perform 
  a service for a captor in exchange for freedom. 
  The only thing they loathe more than being contained 
  is someone trying to steal their messages. A messenger 
  will never willingly give up a message, physical or 
  otherwise, and will fight tooth and nail to recover a 
  stolen message and escape. 
  MIN ER 
  Miners were once dao who were compelled by a cabal 
  of mortal wizards to work in mines so long that they 
  became something else. Standing 8-feet tall, the thick 
  miners are nearly as wide with powerful slabs of muscle 
  stacked beneath gray or brown stone-like skin. Bald 
  and gruff, they have massive hands with long, curved 
  claws that never stop growing. They must dig constantly 
  through earth and stone to wear down their claws. 
  Shackled Miglit. Miner genies loathe their state, 
  and they prefer to remain in the dark recesses of 
  mineshafts and caves where no one can see their 
  pathetic existence. Miners never mate or bear 
  children because they can't imagine bringing another 
  being into their enslaved existence. In spite of this 
  perspective, or perhaps because of it, miner genies 
  love of children and sometimes look after the 
  illegitimate offspring of a dao khan until the lord is 
  ready to claim the child. 
  Like all tasked genies, they long to perform their duties 
  though they outwardly rail against their lot. Indeed, 
  miners would go mad and be physically crippled by 
  their ingrown claws if they didn't mine. Though many 
  work with and for dao, the miners are irrationally 
  angry with the dao for not freeing them from the cruel 
  wizards that bound them. 
   
  OATH BIN DER 
  Once efreet, oathbinders still bear the mark of their 
  heritage in their glossy obsidian-like skin, the purple 
  fire shining in their eyes, and the nimbus of white 
  flames that surround them. Large and imposing, 
  oathbinders are 9-feet tall, regal, and stern. They wear 
  no clothing save for brass or iron bands on their arms. 
  Some oathbinders sport white, crystalline beards. 
  Binding Words. Oathbinder genies exist to create 
  magically binding contracts, sealing written 
  agreements between two parties. Once an oathbinder 
  has sealed a pledge, it knows any time the oath is 
  broken, and it is roused to action. Like a wildfire, 
  the oathbinder appears before the transgressor and 
  demands explanation. If it decides the oathbreaker 
  has done so without due cause, the genie attacks 
  without mercy, burning the oathbreaker to cinders 
  and capturing its spirit for punishment. 
  Oathbinder genies are aloof creatures who keep their 
  own confidence, and they are all members of an order 
  that strictly governs their conduct. However, they 
  refuse to work for marid whose word famously cannot 
  be trusted. 
   
   
   
   
  13 
  
   
   
   
   
  SLAYER 
  Slayer genies are a terror to behold. Standing 10-feet 
  tall and powerfully muscled, their entire form screams 
  murder. They have four arms, two of which end in 
  human hands that wield deadly weapon while the 
  others bear lion-like paws with razor-sharp claws. 
  Great bat-like wings sprout from their backs, and 
  their skin is dark and polished with hair as course  as 
  a horse's tail. They have short curving horns and three 
  eyes, two of which sparkle with red flame while the 
  third  is bright green. 
  Corrupted Purpose. A slayer genie's only purpose 
  is to deal death as often as possible. Some efreet 
  were transformed into slayers deliberately, but most 
  come about when a tasked genie goes mad from 
  not performing their task or because they failed 
  spectacularly (such as a guardian's treasure being stolen 
  or a harirn servant's charges being murdered). Slayers 
  are consumed by rage and bloodlust, and as a result, all 
  are servants who must be kept in check. They contain 
  their fury and work as terrifying assassins. A masterless 
  slayer leads a short, unbelievably bloody life. 
  Slayers are boastful creatures who Jove the company 
  of other warriors and murderers. They spend hours 
  discussing the finer points of stealth, tactics, martial 
  trickery, anatomy, and weapons with anyone who will 
  listen. Their fascination with violence and bloodshed is 
  disturbing; even the most hardened veterans blanch at a 
  slayer's overly-detailed description of a victim's state at 
  the moment of death. 
   
  WARMONGER 
  WIN EMAKER 
  Winemakers are bizarre creatures, shaped to maximize 
  their singular task. They are quiet creatures with the 
  head of a cat, the body of a dog, and a Jong elephantine 
  trunk to crush grapes and sample wine. They walk erect, 
  stand around 5-feet tall, and weigh upwards of 150 
  pounds. Winemakers eschew clothing, but will indulge 
  in jewelry as a decoration, often sporting grape motifs. 
  Intoxicating Grafters. Winemakers are travelers 
  who wander from harvest to harvest, sampling  the 
  bounty of a vineyard to concoct the most wondrous 
  brews imaginable. They rarely stay in one place for 
  more than a few years before setting out in search of 
  better ingredients. Despite their trade, winemakers 
  aren't celebrants. They spend their days in practical 
  application of their craft, and their only holy day is 
  the harvest. 
  Sadly, winemakers have a great Jove for their own 
  works, and as they age, they become more besotted 
  with the fruits of their labor. Particularly ancient 
  winemakers are known to become strange, eccentric 
  vintners, purveying brews that appeal more to jaded 
  palates. It is more likely that as their skills decay, they 
  become  drunkards, madmen, and fools. 
   
  ADMINISTRATOR 
  Medium elemental, lawful neutral 
  Armor Class 14 (natural armor) 
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft., fly 30 ft 
  Born of battle, warmongers are hairy, obese genies 
  who stand about 5-feet tall and can weigh upwards 
  of 300 pounds. Each hair drips blood, and they  gird 
  STR 
  DEX 
  11(+0)  16 (+3) 
  CON 
  17 (+3) 
  INT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 
  18 (+4) 
  themselves in the heaviest armor available. They are 
  fond of sashes, medals, medallions, and other tokens of 
  station, office, and achievement. 
  Life of Battle. The warmongers act as strategists, 
  tactical advisors, and even field commanders for their 
  masters. They delight in leading soldiers into battle 
  to outwit opponents on the field with well-laid traps. 
  Warmongers are loyal to a fault, but more so to a 
  cause than to a lord or master. It's not unheard of for 
  a warmonger to decide the task they're set to is more 
  important than a master's whims and as such may 
  subvert orders to fit the spirit of their cause. 
  In addition, they often refuse to stop fighting at any 
  preset limit. They are sly, canny creatures that are adept 
  at negotiating continued hostilities under the logic that 
  fighting now will prevent worse fighting later. In truth, 
  limiting fighting doesn't matter to them in slightest. They 
  live for the clash of weapons and the howls of victory. 
   
  14 
  Saving Throws Dex +S,Wis  +3 
  Skills Deception +6,  nsight +S,  ntimidation +6,Perception 
  +5, Persuasion +8 
  Damage Resistances psychic 
  Condition Immunities charmed,frightened 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Primordial,Telepathy 30 ft. 
  Challenge 4 (1,100 XP) 
   
   
  Elemental Demise. If the administrator dies, its body 
  disintegrates in a burst of mist, leaving behind only 
  equipment it was wearing or carrying. 
  Elemental Heritage. The administrator derives from either 
  djinn or marid stock, and it has variable traits depending 
  on its heritage: 
  • Djinn. The administrator has a fly speed of 50 feet, and it 
  is resistant to lightning and thunder damage. 
  
   
   
   
   
  • Marid. The administrator has a swim speed of 50 feet, is 
  resistant to cold and fire damage, and can breathe air or 
  water. 
  Innate Spellcasting. The administrator's innate spellcasting 
  ability is Charisma (spell save DC 14). It can  innately cast 
  the following spells, requiring  no material components: 
  At will: guidance, unseen servant 
  3/day each: detect thoughts, suggestion 
  ACTIONS  
   
  Multiattack.The administrator makes two melee attacks. 
  ACTIONS 
   
  Multiattack.The architect makes two slam attacks. 
  Slam.Me/ee Weapon Attack:  +8 to h it, reach  5 ft., one 
  target. Hit 13 (2d8 +  5) bludgeoning  damage. 
   
  ARTIST 
  Medium elemental, chaotic neutral 
  Armor Class 14  (natural armor) 
  Hit Points 55 (10d8 +  10) 
  Speed 30 ft., fly 30 ft. 
  Scimitar.Me/ee Weapon Attack: +S to hit, reach 5 ft., one 
    
   
  target. Hit 6 (ld6 + 3) slashing damage plus 10 (3d6) 
  psychic damage. 
  Authority (Recharge 5-6).The administrator can speak 
  STR 
  DEX 
  14 (+2)  16 (+3) 
  CON 
  13 (+1) 
  INT 
  17 (+3) 
  WIS 
  12 (+ 1) 
  CHA 
  16 (+3) 
  to one creature that  it can  see within  30 feet  in   a 
  command ing and authoritative tone. If the target can 
  understand the administrator, it must succeed on a DC 14 
  Wisdom saving throw or be charmed by this magic for 1 
  hour.The target is no longer charmed if the administrator 
  or its allies damage the creature or if the administrator  
  charms  another  creature  using  this ability. 
   
  ARCHITECT 
  Medium elemental, neutral 
  Armor Class 15 (natural armor) 
  Hit Points 136 (16d8 +  64) 
  Speed 30 ft., burrow  30 ft.,fly 30 ft. 
  Skills Insight +S, Perception +S, Performance +7 
  Damage  Resistances  cold, fire 
  Damage  Immunities  psych ic 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Primordia l 
  Challenge 3 (700 XP) 
   
   
  Artist's Precision.The artist is proficient  in a musical 
  instrument or set of tools appropriate to its craft, and  it 
  adds double its proficiency  bonus to checks made with the 
  chosen  item. 
  Elemental Demise.If the artist dies, its body disintegrates 
  into material appropriate to its craft (such as a mist of 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  pa int, stone chips, or a shower of colored  lights and 
  music), leaving behind only equipment it was wearing  or 
  20 (+S)   10 (+0) 
  1 8 (+4) 
  1            6 ( +3) 
  10 (+0) 
  1 4 (+2)   
   
   
  Saving Throws Con  + 7 
  Skills Athletics +8, History +6, Perception +3 
  Condition  Immunities  petrified 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Terran 
  Challenge  5 (1,800 XP) 
   
   
  Earthglide. The architect can burrow through nonmagical, 
  unworked earth and stone. While doing so, the architect 
  doesn't disturb the material it moves  through. 
  Elemental Demise.If the architect dies, its body 
  disintegrates into wood splinters and stone dust, leaving 
  behind  only equipment it was wearing  or carrying. 
  Innate Spellcasting . The architect's innate spellcasting 
  ability is Charisma. It can  innately cast the following  spells, 
  req u iring no materia l components: 
  At will: stone shape 
  1/day each:fabricate, move earth, passwal/, wall of stone 
  Siege Monster. The architect deals double damage to 
  objects and stru ctu res. 
  carrying. 
  Innate Spellcasting . The artist's innate spellcasting ability 
  is Charisma  (spell save DC 13). It can innately cast the 
  following spells, requ iring  no material components: 
  At will:disguise sett mending 
  1/day each: mirror image, phantasmal force, silent image 
  ACTIONS 
   
  Multiattack.The artist makes two melee attacks. 
  Dagger.Me/ee Weapon Attack: +S to hit, reach 5 ft., one 
  target. Hit 5 (ld4 + 3) slashing damage plus 7 (2d6) 
  poison damage. If the poison damage red uces the target 
  to O h it points, the target is stable but poisoned for 1hour, 
  even af ter regain ing hit points, and  is paralyzed  while 
  poisoned  in this way. 
  Captivating Performance  (Recharge 5-6).The artist can 
  display its mastery of its craft in such a way that it enthral ls 
  all who witness it. Each foe of the artist within 30 feet 
  who can see or hear it (as appropriate to the craft) must 
  succeed on a DC 13 Wisdom saving throw against this 
  magic or be stunned until the end of the artist's next turn. 
  The artist must mainta in concentration on the captivating 
  performance  as if concentrating on a spell. 
   
  15 
  
   
   
   
   
  DECEIVER 
  Medium elemental, neutral evil 
  Armor Class 14 (natural armor) 
  Hit Points 126  (23d8 + 23) 
  Speed 30 ft., fly 60 ft 
   
  STR 
  DEX 
  16 (+3)  17 (+3) 
  CON 
  12 (+ 1) 
  INT 
  13 (+1) 
  WIS 
  10 (+0) 
  CHA 
  18 (+4) 
   
  Skills Acrobatics + 5, Deception +8, Stealth + 7 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Auran, Thieves' Cant 
  Challenge 4 (1,100 XP) 
   
  Displacement. The deceiver projects  a magical illusion that 
  makes it appear to be standing near its actual location, 
  causing attack rol l s against it to have disadvantage.If it is 
  hit by an attack, this trait is disrupted unti l the end of its 
  next turn. This trait is also disrupted whi le the deceiver is 
  incapacitated  or ha a speed of 0. 
  Elemental Demise. If the deceiver dies, its body 
  disintegrates  in a puff of smoke and  slivers of mirrored 
  glass, leaving behind  only equipment it was wearing  or 
  carrying. 
  Innate Spellcasting.  The deceiver's innate spellcasting 
  ability is Charisma (spell save DC 14). It can  innately cast 
  the following spells, requiring  no material components: 
  At will: disguise sett minor illusion, nondetection, tongues 
  2/day each: major image, phantasmal  force 
  1/day each: hallucinatory terrain, mass suggestion, 
  programmed illusion (only one active at a time) 
  Sneak Attack. Once per turn, the deceiver deals an extra 14 
  (4d6) damage either when it hits a target with a weapon 
  attack and has advantage on the attack roll or when the 
  target is within 5 feet of an ally of the deceiver that isn't 
  incapacitated and  the deceiver doesn't have disadvantage 
  on the attack roll. 
  Web of Deceit. The deceiver has disadvantage on saving 
  throws and ability checks made to detect the true nature 
  of illusions. 
  ACTIONS  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GUARDIAN 
  Large elemental, lawful neutral 
  Armor Class 17 (natural armor) 
  Hit  Points 200  (16d10  +  112) 
  Speed 40 ft., fly 60 ft 
  Multiattack.The deceiver makes two claw attacks. 
    
   
  Claw. Me/ee Weapon Attack: +5 to hit, reach 5 ft., one 
  STR 
  DEX 
  CON 
  INT 
   
  two claw attacks in the same turn must succeed on a DC 
    
    
  13 Constitution saving throw or be blinded until it  receives 
  a lesser restoration spell or similar magic. 
   
   
   
   
   
   
   
  16 
  Saving Throws Int +7, Wis +6, Cha + 7 
  Skills Insight  +6, Intimidation  + 7, Perception  +6 
  Damage Immunities fire 
  Condition Immunities charmed, exhaustion, frightened 
  Senses truesight  120 ft., passive  Perception  16 
  Languages Common, Ignan 
   
  WIS 
  CHA 
  target. Hit: 6 (ld6 + 3) slashing damage. A creature hit by 
  22 (+6)    12 (+1) 
  24 (+7) 
  16 (+3) 
  15 (+2) 
  16 (+3) 
   
  
   
   
   
   
  Challenge 11(7,200 XP) 
   
   
  Elemental Demise.If the guardian dies, its body 
  disintegrates in a flash of cinders, leaving behind only 
  equipment it was wearing or carrying. 
  Innate Spellcasting (3/day).The guardian can innately cast 
  dispel magic, requiring no material components.  ts innate 
  spellcasting ability is Charisma. 
  Magic Resistance.The guardian has advantage on saving 
  throws against spells and other magical effects. 
  Two Faces.The guardian has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded,deafened, stunned, or knocked unconscious. 
  ACTIONS 
   
  Multiattack.The guardian makes four attacks with its 
  longswords. 
  Longsword.Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 15 (2d8 + 6) slashing damage. 
  Fire Breath (Recharge 5-6). The guardian exhales a gout 
  of green fire in a 30-foot cone. Each creature in that area 
  must succeed on a DC 17 Dexterity saving throw or take 
  49 (14d6) fire damage on a failed save or half as much 
  damage on a successful one. 
   
   
  CONJURED DECEIT 
  When conju red by spells (or equivalent effects) 
  of 5th level or lower, a deceiver loses access 
  to its 1/day innate spells. f magic of at least 
  6th level or higher conju res the creature (such 
  as a conjure elementals spell cast with a 6th- 
  level spell slot) or sustains its existence on the 
  material plane (such as planar binding cast with 
  a 6th-level spell slot), the deceiver regains the 
  use of those spells. 
   
   
   
   
  ACTIONS  
   
  Multiattack.The harim servant makes two attacks with its 
  scimitars or slam. 
  Scimitar.Melee Weapon Attack: +8 to hit, reach 5 ft.,one 
  target. Hit 12 (2d6 + 5) slashing damage. 
  Slam.Melee Weapon Attack:  +8 to hit, reach 5 ft.,one 
  target. Hit 10 (2d4 + 5) bludgeoning damage.A creature 
  hit by a slam attack must succeed on a DC 16 Strength 
  saving throw or fall prone. 
   
  HARI M SE RVANT 
  Large elemental, lawful neutral 
  Armor Class 16 (chainmail) 
  Hit  Points 114  (12d10  + 48) 
  Speed 40 ft., fly 40 ft. 
  HERDSMAN 
  Medium elemental, neutral 
  Armor Class 15 (studded leather) 
  Hit Points 119 (14d8 + 56) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  I
  NT 
  WIS 
  CHA 
   
  STR 
  DEX 
  CON 
  I
  NT 
  WIS 
  CHA 
  20 (+5)   10 (+0) 
  18 (+4) 
  13 (+1) 
  13 (+1) 
  12 (+1)  
  17 (+3) 16 (+3) 
  18 (+4) 
  11(+0) 
  14 (+2) 
  11(+0) 
   
  Skills Athletics +8, Perception +4 
  Condition  mmunities charmed,exhaustion,frightened 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Primordial, plus any two additional 
  languages  spoken  by its master or charges. 
  Challenge 5 (1,800 XP) 
   
  ElementalDemise.If the harim servant dies, its body 
  Saving Throws Dex +6 
  Skills Animal Handling +7,Athletics +6,Nature +4, 
  Survival  +5 
  Condition mmunities exhaustion 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands the language of its creator; but 
  can't speak 
  Challenge 5 (1,800 XP) 
  disintegrates into a few spinning bits of brass, leaving 
    
   
  behind only equipment it was wearing or carrying. 
  Innate Spellcasting. The harim servant's innate spellcasting 
  ability is Charisma.  t can innately cast the following spells, 
  requiring no material components: 
  At will:prestidigitation , mending, minor image, unseen 
  servant 
  1/day each:alarm, create food and water, creation 
  Brute.A melee weapon deals one extra die of its damage 
  when the herdsman hits with it (included in the attack). 
  Elemental Demise.If the herdsman dies, its body 
  disintegrates into sand and animal hair; leaving behind 
  only equipment it was wearing or carrying. 
  Innate Spellcasting. The herdsman's innate spellcasting 
  ability is Wisdom.It can innately cast the following spells, 
  requiring no material components: 
  1/day each: conjure animals (herd animals only),phantom 
  steed 
  17 
   
   
  
   
   
   
   
  Peerless Rider. While  mounted,  the herdsman  has 
  advantage on attack rol l s made against a target on  foot 
  who is smaller than the herdsman's mount. When an attack 
  target's  the  herdsman's mount,  the herdsman  can force 
  the attack to target itself instead. If the herdsman makes a 
  saving throw against an area effect that deals damage, its 
  mount  takes  no damage. 
  ACTIONS 
  Multiattack.The herdsman  makes two melee attacks or 
  two ranged  attacks. It can  replace one melee attack with a 
  lasso attack. 
  Lasso.Ranged Weapon Attack: +6 to hit, range 10/30 ft., 
  one target. Hit: Target is restrained (escape DC 16). The 
  herdsman  can drag a restrained  target at half  speed when 
  it or its mount  moves. A dragged  target must succeed on a 
  DC  14 Strength saving throw or fall prone. The lasso is 30- 
  feet long and has an AC of 11with  5 hit points. 
  Longbow. Ranged  Weapon Attack:  +6 to hit,  range 150/600 
  ft.,one target. Hit: 7 (ld8 +  3) piercing   damage. 
  Spear.Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  and range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing 
  damage, or 12 (2d8 + 3) piercing damage if used with two 
  hands to make a  melee attack. 
   
  MESSENG ER 
  Small elemental, neutral 
  Armor Class 15 (natural armor) 
  Hit Points 22 (4d6 +  8) 
  Elemental Demise.If the messenger dies, its body 
  disintegrates  into a swirl of wind, leaving  behind  only 
  equipment it was wearing  or carrying. This wind seeks 
  out the nearest intelligent creature (never an enemy) and 
  whispers a plea  to avenge the slain messenger.If that 
  creature is another genie, it wil l always respond. 
  Innate Spellcasting . The messenger 's innate spellcasting 
  ability is Intelligence. It can innately cast the following 
  spells, requiring  no material components: 
  At will: misty step 
  1/day each: dimension door, haste (self only), pass without 
  trace (self only) 
  Perpetual Motion . The messenger doesn't need to sleep. If 
  at the end  of the messenger's turn  it hasn't moved   using 
  its speed or reaction since its previous turn, the messenger 
  takes 5 (ldlO) necrotic damage. 
  ACTIONS  
   
  Dagger.Melee or Ranged  Weapon Attack:  +5 to hit, reach  5 
  ft. or range 20/60 ft.,one target. Hit: 5 (ld4 + 3) piercing 
  damage and the creature is exposed to the messenger's 
  Cold Sleep poison  (see above). 
   
  MI NER 
  Large elemental, neutral 
  Armor Class 15 (natural armor) 
  Hit Points 123 (13d10 + 52) 
  Speed 40 ft., burrow 40  ft. 
  Speed 30 ft., fly 90 ft. 
  STR 
  DEX 
  20 (+5)   10 (+0) 
  CON 
  18 (+4) 
  INT 
  13 (+1) 
  WIS 
  13 (+1) 
  CHA 
  10 (+0) 
    
   
   
   
   
  Skills Acrobatics  + 5, Perception  + 3 
  Damage Resistances  lightning, thunder 
  Condition Immunities exhaustion 
  Senses darkvision 60 ft., passive  Perception 13 
  Skills Perception  +3, Surviva l  +3 
  Condition Immunities petrified 
  Senses darkvision 120 ft.,tremorsense 30 ft., passive 
  Perception 13 
  Languages Common, Terran 
  Challenge 4 (1,100 XP) 
  Languages understands the language of its creator, but 
    
   
  can't speak 
  Challenge 1(200 XP) 
   
  Cold Sleep.The messenger's weapons carry a magical 
  poison  that even affects creatures normal ly immune to 
  poison  (though such creatures save against the poison 
  with advantage). A creature damaged  by the messenger's 
  weapons  must succeed on a DC  13 Constitution saving 
  throw or be poisoned  for 1hour. For the first minute, the 
  creature is paralyzed  but conscious. Af ter that minute, the 
  creature falls unconscious and is cold to the touch while 
  poisoned in this way.A DC 13 Wisdom (Medicine) check is 
  required to realize the poisoned creature is still alive. The 
  creature  awakens  if  it takes  damage. 
   
  18 
  Elemental Demise.If the miner dies, its body disintegrates 
  into rock chips and dust, leaving behind only equipment it 
  was wearing or carrying. 
  Innate Spellcasting . The miner 's innate spellcasting ability 
  is Charisma. It can innately cast the following spells, 
  requiring  no materia l components: 
  2/day: gaseous form 
  Siege Monster. The miner deals double damage to objects 
  and structures. 
  Tunneler. The miner can burrow through  solid  rock at half 
  its burrow speed, and  it leaves a 10-foot diameter tunnel 
  in its wake. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
   
  
   
   
   
   
  ACTIONS 
   
  Multiattack.The miner makes two claw attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit 12 (2d6 + 5) slashing damage. 
  Collapse (Recharge 5-6). The miner can collapse a tunnel 
  or structure by striking the wall or ceiling. The area within 
  20 feet of the point it strikes crumbles and collapses. Each 
  creature in that area must succeed on a DC 15 Dexterity 
  saving throw or take 22 (5d8) bludgeoning damage and 
  become restrained.On a successful save, the creature takes 
  half as much damage and isn't restrained. A restrained 
  creature is buried alive and can't breathe, but it can be 
  freed as an action with a DC 15 Strength (Athletics) check. 
  Creatures with the Earth Glide or Tunneler traits are 
  immune to this ability. 
   
  OATH BINDER 
  Large elemental, lawful neutral 
  Armor Class 13 (natural armor) 
  Hit  Points 114 (12d10  + 48) 
  Speed 40 ft., fly 60 ft 
  a creature or flammable object, it ignites. Untila creature 
  takes an action to douse the fire,the target takes 5 (ldlO) 
  fire damage at the start of each of its turns. 
  Binding Oath. The oathbinder  magically seals a written 
  oath between its master and a willing participant. The 
  ceremony to seal the oath takes 1hour to perform. Once 
  sealed, the oathbinder knows instantly if either party 
  breaks the terms of the oath.The oathbinder can plane 
  shift to the location of the oathbreaker to determine the 
  nature of the broken oath. If the oath was broken because 
  the terms no longer apply,the oathbinder is satisfied and 
  it returns from whence it came.Otherwise, the oathbinder 
  attacks until either it or the oathbreaker dies.  f it kills an 
  oathbreaker, the oathbinder genie captures the creature's 
  soul for one month per level or challenge rating of the 
  oathbreaker.During this time, spells and other effects that 
  contact the soul or return the soul to life automatica lly fail. 
  A properly worded wish can end the binding oath without 
  bringing down the wrath of the oathbinder. 
   
  SLAVER 
  Large elemental, neutral evil 
  Armor Class 16 (natural armor) 
  STR 
  DEX 
  16 (+3) 14 (+2) 
  CON 
  18 (+4) 
  INT 
  9 (-1) 
  WIS 
  16 (+3) 
  CHA 
  20 (+5) 
  Hit Points 123 (13d10 + 52) 
  Speed 40 ft., fly 60 ft 
   
   
   
  SkillsI
  nsight +6, Perception +6 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  Damage Resistances bludgeoning, piercing, and slashing 
  20 (+5)  16 (+3) 
  18 (+4) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities charmed,frightened 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common,Ignan 
  Challenge 6 (2,300 XP) 
   
   
  Elemental Demise. If the oathbinder dies, its body 
  disintegrates into scraps of burning parchment,leaving 
  behind only equipment it was wearing or carrying. 
  Innate Spellcasting. The oathbinder's innate spellcasting 
  ability is Charisma (spell save DC 16).  t can innately cast 
  the following spells,requiring no material components: 
  3/day each: bestow curse, command, plane  shift,  Otiluke's 
  resilient sphere 
  Oathkeeper . The oathbinder is immune to all damage and 
  spells from a creature whose oath it oversees. Against 
  a creature that has broken a binding oath (see below), 
  the oathbinder's attacks deal an extra 10 (3d6) necrotic 
  damage. 
  ACTIONS  
   
  Multiattack.The oathbinder makes two searing wrath 
  attacks. 
  Searing Wrath. Ranged Spell Attack: +8 to hit, range 150 
  ft.,one target. Hit: 11(2d10) fire damage. If the target is 
   
   
   
  Saving Throws Dex +6,  nt  +5 
  Skills Athletics +10, Medicine +6, Perception +6, Stealth +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Primordial 
  Challenge 13 (10,000 XP) 
   
   
  Assassinate. During its first turn,the slayer has advantage 
  on attack rolls against any creature that hasn't taken a 
  turn. Any hit the slayer scores against a surprised creature 
  is a critical hit. 
  Elemental Demise. f the slayer dies, its body disintegrates 
  into a spray of boiling blood, leaving behind only 
  equipment it was wearing or carrying. 
  Sneak Attack. Once per turn,the slayer deals an extra 14 
  (4d6) damage either when it hits a target with a weapon 
  attack and has advantage on the attack roll or when the 
  target is within 5 feet of an ally of the slayer that isn't 
  incapacitated and the slayer doesn't have disadvantage on 
  the attack roll. 
   
   
   
   
  19 
  
   
   
   
   
  ACTIONS 
   
  must make a DC 15 Constitution saving throw. On a  failed 
  Multiattack. The slayer makes four attacks: two with  its 
  claws and two with  its scimitars. 
  Claw. Me/ee Weapon Attack: +10 to hit, reach 5 ft.,one 
  target. Hit: 10 (2d4 + 5) slashing  damage. 
  Scimitar. Me/ee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage and the target 
  save, the target takes 24 (7d6) poison damage or half as 
  much damage on a successful save. 
  Invisibility. The slayer magically turns invisible until  it 
  attacks or until its concentration ends (as if concentrating 
  on a spell). Any equipment the slayer wears or carries turns 
  invisible with  it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  20 
  
   
   
   
   
  WARMONGER 
  Medium  elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 136 (16d8 + 64) 
  Speed 40 ft. 
  WINEMAKER 
  Medium elemental, neutral 
  Armor Class 13 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
   
   
  STR 
  DEX 
  19 (+4)  10 (+0) 
  CON 
  18 (+4) 
  I
  NT 
  WIS 
  16 (+3) 
  14 (+2) 
  CHA 
  15 (+2) 
  STR 
  DEX 
  16 (+3) 14 (+2) 
  CON 
  16 (+3) 
  I
  NT 
  12 (+1) 
  WIS 
  13 (+1) 
  CHA 
  10 (+0) 
   
   
   
   
  Saving Throws Dex +3, Wis +5 
  Skills Athletics +7, History +6, Perception +5, Persuasion +5 
  Condition   mmunities frightened 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common plus two additional languages 
  Challenge 7 (2,900 XP) 
   
   
  Aura of Courage.The warmonger's allies within 30 feet 
  of it can't be frightened,and they add the warmonger's 
  Charisma bonus to their saving throws. 
  Elemental Demise.If the warmonger dies, its body 
  disintegrates into metal shards, leaving behind only 
  equipment it was wearing or carrying. 
  Martial Advantage .Once per turn, the warmonger can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally of 
  the warmonger  that isn't incapacitated. 
  ACTIONS 
   
  Multiattack.The warmonger makes three melee attacks 
  and uses its Frightful Presence. 
  Greatsword.Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11(2d6 + 4) slashing damage. 
  Frightful Presence. Each creature of the warmonger's 
  choice that is within 120 feet of the warmonger and aware 
  of it must succeed on a DC 15 Wisdom saving throw or 
  become frightened for 1minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a successful save. If a creature's saving 
  throw is successful or the effect ends for it,the creature 
  is immune to the warmonger's Frightful Presence for the 
  next 24 hours. 
  Leadership (Recharges after a Short or Long Rest).For 
  1minute, the warmonger can utter a special command 
  or warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or a saving throw. 
  The creature can add a d4 to its roll provided it can hear 
  and understand the warmonger. A creature can benefit 
  from only one Leadership die at a time. This effect ends if 
  the warmonger  is incapacitated. 
  REACTIONS  
   
  Parry.The warmonger  adds 3 to its AC against one melee 
  attack that would hit it. To do so,the warmonger must see 
  the attacker and be wielding a melee weapon. 
  Skills Nature +5 
  Damage mmunities poison 
  Condition  mmunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Primordial 
  Challenge 1(200 XP) 
   
   
  Elemental Demise. f the winemaker dies, its body 
  disintegrates into a puddle of vinegar, leaving behind only 
  equipment it was wearing or carrying. 
  Innate Spellcasting. The winemaker's innate spellcasting 
  ability isIntelligence (spell save DC 11). It can innately cast 
  the following spells,requiring no material components: 
  At will:detect poison and disease, purify food and drink 
  1/day:goodberry, plant growth 
  Master Brewer.The winemaker has proficiency in brewer's 
  tools, and it adds double its proficiency bonus to any 
  check made to use them. Any fermented  beverage or fruit 
  ju ice made under the direction of a winemaker is held to 
  the highest standards, and it is worth four times what a 
  normal beverage might bring in the marketplace. 
  ACTIONS  
   
  Trunk.Melee Weapon Attack:  +5 to hit, reach 5 ft.,one 
  target. Hit 12 (2d8 + 3) bludgeoning damage,and the 
  target is grappled (escape DC 13). Until the grapple ends, 
  the creature is restrained and the winemaker can't use its 
  trunk on another target. 
  Wine Spray (Recharge 5-6).The winemaker sprays wine 
  from its trunk in a 20-foot cone. Each creature in that area 
  must succeed on a DC 12 Dexterity saving throw or be 
  blinded for 1minute. A blinded creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a successful save. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  21 
  
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ,.
  
   
  
   
   
   
  I HEAR, AND 
  HEA RING OBEY! 
  The world of the elements unfolds for you, 
  effendi!For a pittance, these marvelous 
  creatures and elemental powers of the 
  Land of Fate shall be revealed to you: 
  • Behold 4 elemental gen, minor genies 
  that are servants to their betters! 
  • The secrets of a bottled genie 
  template and an exemplar to show 
  its worth! 
  • Three true genies unknown to most, 
  from the anguished, watery nafurz to the 
  swift-flying khamsiri of the desert winds! 
  • Thirteen tasked genies, including 
  deceivers, harim servants, oathbinders, 
  miners, and winemakers! 
  Expand the lands of the genies with 
  new creatures and new magic to 
  surprise your players and create 
  new adventures worthy of the 
  1,001 Nights! 
  ,, 
   
   
   
   
   
   
   
   
   
   
   
   
  PO Box 281 1 • Kirkland WA 98083 
  www.koboldpress.com 
  9    7 81 9 36   7 81 6 38 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Genies Great and Small - 21 New Genies of Zakhara.pdf