A monster, A disease, and a Challenge!

Krishnath

First Post
First the creature:

Genie: Cadaverous Spirit
Large Outsider (Evil, Shadow, Spirit)
Hit Dice:
8d8+16 (48 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30'; Fly 60' (Perfect)
AC: 18 (-1 size, +4 Dex, +5 Natural)
Attacks: Slam +12/+7 melee
Damage: Slam 1d8+7+Disease
Face/Reach: 5' by 5'/10'
Special Attacks: Spell-like abilities; disease;
Special Qualities: Plane shift; telepathy; cold immunity; shroud of shadows,
Saves: Fort +8, Ref +10, Will +8,
Abilities: Str 21, Dex 18, Con 14, Int 13, Wis 15, Cha 15
Skills: Bluff +10, Concentration +10, Escape Artist +12, Hide +8, Intimidate +10, Listen +10, Move Silently +12, Spellcraft +10, Spot +10,
Feats: Combat Casting, Combat Reflexes, Improved Initiative,

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

Cadaverous Spirits also known as Umbral Genies are a race of Genies from the plane of shadow.
Named from their physical appearance, Cadaverous Spirits resemble large starved humanoids draped in black clothing and wrapped in shadows. Their skin is a pale grey and dry to the touch, stretching tightly over the genies skeleton. The Cadaverous Spirits eyes are green and glowing with a hellish light. The race lacks body hair, but the females often wear jewlery made from silver or admantium.
They relish in tormenting the mortal races and often use their disease ability to cause large epidemics in the Material Plane.
Cadaverous Spirits speak Common, plus Umbran*, plus Aquan, Auran, Ignan, or Terran, plus Infernal, or Abyssal.
* Umbran is the language of the shadow plane.

COMBAT:
Cadaverous Spirits prefer surprising their chosen prey from the shadows and usually start their first action to hit the most capable spellcaster in a party before falling back and hitting their opponents with their spell-like abilities from afar. If the battle starts to go badly for them, they usually retreat to the shadowplane and healing before launching additional attacks, aimed at infecting the entire group with Phantom plauge.
Disease (Su): Anyone hit by the Cadaverous Spirit's slam attack must make a fortitude save (DC: 16) or get infected with a very nasty disease called Phantom Plauge. (Se the stats for the disease farther down.)
Telepathy (Sp): A genie can communicate telepathically with any creature within 100' that has a language.
Planeshift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided that they all link hands with the genie. It is othervise similar to the spell of the same name.
Spell-like Abilities: At Will - Shadowwalk; 3/day - Darkness; 2/day - Snilloc's Snowball Swarm*, Dispel Magic; 1/day - Shadow Well*, Fear, Grant a Wish (To non-genies only). These abilities are as the spells cast by a 20th level sorcerer (Save DC 12 + spell level.)
Shroud of Shadows (Su): Cadaverous Spirits are continuously shrouded in swirling shadows giving them a natural bonus of +10 to their hide checks (not included in the stats above). Additionally the shroud works as a Displacement spell cast by a 20th level sorcerer. This effect cannot be dispelled, although an Anti-Magic Field will negate it for as long as the genie remains in the affected area. Also a [/i]Daylight[/i] spell will negate the shroud for a number of rounds equal to it's caster level.

* This spell can be found in either The Forgotten Realms Campaign Setting or Magic of Faerun


Then the disease:

Phantom Plauge is a supernatural disease spread by touch. It is highly contagious although both outsiders and creatures that have dragonblood flowing in their veins (like many sorcerers) are completely immune. Infected creatures slowly start to fade away until they eventually die and what remains of their bodies is transformed into ectoplasma (Se Psionics Handbook) that evaporates in 1d4 rounds leaving nothing behind.

Disease: Phantom Plauge.
Infection: Contact
DC: 16
Incubation Period: None
Damage: 1d4 Str and 1d4 Con.
Notes: Usually spread by creatures from the Astral or Shadow planes. Infected creatures continue spreading the disease to all living creatures they come in contact with.


And finally the challenge:

I'm interrested in seeing paraelemental genies, in other words, genies from the planes of Cold, Ooze, Magma and Smoke. Anyone up for the challenge :D

Edit: Fixed the color.

Later,
 
Last edited:

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Evil Josef

First Post
Paraelemental Genies

Here's my try at the genies. I list telepathy and plane shift as their abilities, which are available to all genies as per pg. 95 of the Monster Manual, so I won't repeat their definitions here. Basically, I just mangled a few existing genie stats, kept to the idea that most genies emulate their corresponding elemental's abilities, and winged it from there. The CRs are, at best, a lucky guess (unless someone would like to helpfully playtest them), and some numbers are just scavenged from likely genies in the book. The flavor details are, of course, just that, and are only meant as a suggestion for use, if anyone does, in fact, use these. This is my first post here in this forum, so don't hurt me too much. :)


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 tundras and artic 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 travellers 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 travellers 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, persistant image, polymorph self, and wall of ice; 1/week - wish (to nongenies 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.


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 apparrel 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 maladorous slime coverings.

On the Planes of Earth and Water, ooze genies regularly meet in clubs to brag about about their "acquisitioned" wealth, 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.


Genie, Smoke
Large Outsider (Air, Chaotic, Evil, Fire)
Hit Dice: 7d8
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft.; fly 60 ft. (perfect)
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 kindgoms, 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 sporadiac 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 preceeding 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, persistant image, and wind walk. 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.


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 are sometimes mistaken for the more sinister fire giant at a glance, the difference becomes immediately discernable. Where fire giants are smouldering 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 man 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. They always welcome non-evil guests aboard their ships, and make sport of giving adventurers difficult tasks to complete in exchange for a wish or two, though they never intentionally seek to harm others with these quests.

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, persistant image, and pyrotechnics; 3/day - transmute rock to mud, and wall of fire; 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).
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.
 
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Krishnath

First Post
Now, that's what I'm talking about :D Very nice work by the way.

Any other takers? And any comments on my Genie, disease and the challenge?
 







Devon

First Post
I'm not afraid! I'm not! I could create a creature if I felt like it... I just... (sniff) don't wanna. :eek:

Actually, I've never used genies or their kin in a game, and so it's difficult to find the inspiration to create new ones. (Maybe I should oversome this in my game and start using them).

I have a similar thing with dragons... I'm hoping to be able to drum up the energy to run one or two once my players reach a high enough level (they are 5th - 6th now). Luckily they are in a relatively compartmentalized world, so it won't be that difficult to introduce new creatures.

- Devon
 

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