The Genie Redesigned
The Phenomenal Cosmic Power Rework
Spiciness: 5/5
Feeds about 3-5 players, level 10-12
Scales for: Number of Players & Player Level
Ingredients:
- A Genie (Efreeti, Djinni, Dao, or Marid)
- OR one of my Special Genies from the next page.
- One creature per player of appropriate alignment and theme (for example, earth elementals and gargoyles for the earth-aligned Dao, or Sahuagin for the Marid).
- Each creature's CR should be about 1/5 of the Party's Level.
Preparation
As always when writing an encounter, I did a lot of research on the Genie to make sure I got it right when building out their mechanics. Genies-- or Djinn-- varied in their description from demon-like entities to tricksters (almost like Fey) to pure elemental beings. Regardless of the source I listened to, one thing was immensely clear-- Genies aren't magical; they are magic. What a human wizard could do with decades of study, a genie could do just like they were flexing a muscle. It's part of their arcane anatomy.
To capture this feel, I wanted to fuck with the very core of the Spellcasting with a set of extremely powerful metamagic-like abilities that can not only effect your genie's spells, but their enemies' spells. Make their fireball 10ft wider in radius so they accidentally blow up themselves. Redirect a Finger of Death to hit one of their allies. Really, really punish their spellcasters for trying to use magic against a being of pure arcana.
Things you should know
Both encounters have a spell that create Heavily Obscured Areas. In those areas:
- You cant target each other with spells or abilities that say they "target a creature you can see"
- Treat a creature in the smoke as blind, and everyone else is blind to it (ergo, advantage AND disadvantage on attacks, which cancel out)
Click for more!
You've never had a Djinn like these.
All Genies can be given the following template to make them feel more unique and "powerful" without actually changing their CR. This is partly because it scales with CR, and partly because CR measures stats-- not difficulty.
It will definitely make the fight Spicier though!
Phenomenal Power Template
The Genie is given the following powers.
Passive Abilities
Reality Warp. After the Genie and one or more other creatures roll a d20 at the same time (usually due to making the same Save or Check), it can force one creature that it can see to make a Wisdom Save against the Genie's Spell Save DC. On a failure, the Genie swaps the results of their roll with the creature who failed the save.
Reactions
Bend the Arcane. When a spell is cast by a creature that you can see, you may Nudge the spell as a reaction.
If the spellcaster is unwilling, they make make a Wisdom Save against the Spell Save DC of the Genie. On a successful save, the spell is cast normally.
Nudging
Some abilities may allow you to Nudge a spell. When you would nudge a spell, you may apply one of the following effects, depending on what kind of target the spell had. If the spell has multiple AoEs or attack rolls, you may only effect one of them.
If the spell effects a cone, line, cube, or radius
- Make the 10ft larger or smaller.
- Move the point of origin of the spell by 5ft, or rotate it 45 degrees (from center to corner, or corner to center of the tile the caster is in)
If the spell has an attack roll, you may
- Force the attack to target a creature adjacent to its original target.
- Force the attack to miss.
Necroxi
Large elemental (Necrotic), lawful evil
- Armor Class 17 (natural armor)
- Hit Points 207 (18d10 + 108)
- Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 22 (+6) 16 (+3) 15 (+2) 16 (+3)
- Saving Throws Int +7, Wis +6, Cha +7
- Damage Immunities Necrotic
- Senses blindsight 30 ft., passive Perception 12
- Languages Primordial, Deep Speech
- Challenge 12 (8,400 XP) Proficiency Bonus +4
Elemental Demise. If the Necroxi dies, its body disintegrates in a pool of necrotic ichor, leaving behind only equipment the Necroxi had.
Reality Warp. After the Necroxi and one or more other creatures roll a d20 at the same time, it can force one creature that it can see to make a Wisdom Save against the Necroxi's Spell Save DC. On a failure, they swap the results of their rolls.
Innate Spellcasting. The Necroxi's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast:
At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: Negative Energy Flood, gaseous form, invisibility, Spirit Shroud (Necrotic Only), plane shift, Shadow of MoilActions
Multiattack. The Necroxi makes three Deathly Claw attacks or uses its Reap Soul twice.
Deathly Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 3 (1d6) Necrotic damage.
Reap Soul. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) Necrotic damage. The Necroxi is healed for half the damage done.
Reactions
Bend the Arcane. When a spell is cast by a creature that you can see, you may Nudge the spell as a reaction.
If the spellcaster is unwilling, they make make a Wisdom Save against the Spell Save DC of the Genie. On a successful save, the spell is cast normally.
Cooking the Necroxi
When Rolling Initiative. Everyone rolls initiative at the same time, so you can use your Reality Warp to put yourself at the top of the turn order, which I recommend! It doesn't cost anything to do, and will immediately unsettle your players as they are tipped that this fight will be unlike any they've faced.
Round 1. Spirit Shroud is a nice bonus action spell. Use it, and then fly above an opponent to hit them with you Scimitar. If all three hits land, that's a whopping 12d6+6+3d8 damage, and they can't heal until the start of your next turn, making it great for keeping players down.
Round 2. Use Shadow of Moil as an action, and position yourself near the enemy.
Since your opponent can't see you, they can't target you with any spells that target "a creature you can see". That means spell casters can only use AoEs against you, and you're standing next to as many of their allies as possible-- so you're not only making them target themselves, you can use Reality Warp to force yourself to pass the save and make a party member fail.
Also, dim light becomes darkness around you now, so unless there's a source of bright light near you, anyone within that 10ft radius of you also can't be targeted with spells. You have blindsight though, so you aren't treated as blinded-- meaning you have advantage on all attacks, and they have disadvantage on all attacks against you.
On top of all that-- if they do manage to hit you with an attack while within 10ft of you, it'll return 2d8 damage to them. What a fun spell!
Round 3. Since you have advantage on attacks, let's use it. Either Death's Claw (if you're not missing much health) to do more damage, or use Reap Soul to heal up!
Round 4. Now that you're topped off again, consider using Negative Energy flood. It'll be a single, high damage spell that doesn't require concentration. It's a classic spell, and won't force you to drop your Shadow of Moil if you still have it.
Round 5+. You've blown through all your spells at this point, but that's a good thing! Makes your party feel the unique playstyle of the monster. You're out of tricks though-- just fly above them and use Reap Soul until you get low, and Plane Shift out.
Reactions. Don't actually nudge every single spell. Ask yourself ahead of time; is it worth it? If the spell has multiple attack rolls (like scorching ray), it doesn't actually help much. It might deflect one shot? Meh. Ask yourself what you can gain. If you can include one of their party members into the AOE, or negate the spell for you entirely-- use it! Otherwise, wait. Even if you don't end up using Bend the Arcane-- you can save your reaction for an Attack of Opportunity.
Click for more!
Note on Maps
Have this fight in a small room....
20ft radius, or 40ft by 40ft by 30+ft high.
This may sound like nonsense, but put a BIG torch (5ft by 5ft) in the center of the map, about 10ft off the ground. Trust me.
Cooking the Solajin
Round 2. Fly up as high as possible, then Sickening Radiance. Since we're having this in is a small room, they can't leave it, meaning they'll need to get you to drop your concentration. But you're in the air, so only ranged attacks can get you.
Round 2. Fun fact: Sanctuary is a bonus action, and not concentration. So we're going hit them with our Solar Scimitar for max damage, then use Sanctuary as a bonus action. Now if they want to hit you with a spell or attack, they'll have to pass a wisdom save first!
Round 3. We can't attack because of Sanctuary so weirdly enough, we're going to Pyrotechnics on that big torch (after all, it's not an enemy). The 20ft radius smoke bomb effect is super interesting because, unlike Shadow of Moil, it's not Concentration. It lasts for 1 minute, or until a strong wind blows it away. Now we're heavily obscured!
Now, they can basically only hurl AoEs at you, or make attack rolls with disadvantage. Since they're hurling AoEs, we can use Bend the Arcane to make sure that it also hits some of them, and Reality Warp to make sure we pass our saves.
Important Note. By now, they're nearly half dead from exhaustion stacks, assuming they failed all 3 round.
Round 4. If you still have Sickening Radiance up, it might be worth it to continue not attacking them directly. Use Heal to get nearly half your HP back.
If they managed to dispel it, or make you lose concentration, then we have no need to worry about keeping sanctuary up. Hit them with a Flame Strike!
Round 5+. By now, all your fun spells are gone. Cleanse the soul to heal up, or Solar Scimitar for more damage. Plane shift out when you get low.
Reactions. Just like with the Necroxi-- Don't actually nudge every single spell. Ask yourself ahead of time; is it worth it? If the spell has multiple attack rolls (like scorching ray), it doesn't actually help much. It might deflect one shot? Meh. Ask yourself what you can gain. If you can include one of their party members into the AOE, or negate the spell for you entirely-- use it! Otherwise, wait. Even if you don't end up using Bend the Arcane-- you can save your reaction for an Attack of Opportunity.
Solajjin
Large elemental (Radiant), lawful good
- Armor Class 17 (natural armor)
- Hit Points 207 (18d10 + 108)
- Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 22 (+6) 16 (+3) 15 (+2) 16 (+3)
- Saving Throws Int +7, Wis +6, Cha +7
- Damage Immunities Radiant
- Condition Immunity Exhaustion
- Senses blindsight 30 ft., passive Perception 12
- Languages Primordial, Celestial
- Challenge 12 (8,400 XP) Proficiency Bonus +4
Elemental Demise. If the Solajjin dies, its body immolates in a burst of light, leaving behind only equipment the Solajjin had.
Reality Warp. After the Solajjin and one or more other creatures roll a d20 at the same time, it can force one creature that it can see to make a Wisdom Save against the Solajjin's Spell Save DC. On a failure, they swap the results of their rolls.
Innate Spellcasting. The Solajjin's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast:
At will: detect magic
3/day each: Sanctuary, tongues
1/day each: Flame Stike, gaseous form, Heal, Sickening Radiance, plane shift, pyrotechnicsActions
Multiattack. The Solajjin makes two Deathly Claw attacks or uses its Reap Soul twice.
Solar Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) Radiant damage.
Cleanse the Soul. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) Radiant damage. The Solajjin is healed for half the damage done.
Reactions
Bend the Arcane. When a spell is cast by a creature that you can see, you may Nudge the spell as a reaction.
If the spellcaster is unwilling, they make make a Wisdom Save against the Spell Save DC of the Genie. On a successful save, the spell is cast normally.