Mijae Djinni
The creatures that call the chaotic mixture of the Elemental Planes are almost all very specifically adapted to survive in one exclusive plane, despite the physical overlap that each of the planes experiences with each other. While creatures like the genies will travel to other planes for diplomatic reasons, many require powerful and sustained magic to survive for the duration, and others are even physically repulsed by the idea of remaining on another plane for longer than necessary. But as a focal point for elemental magic, Rabiah offers a neutral place for all genies, and their intermingling has led to the existence of a few rare and exotic spirits with properties of one or more elements.
Fire and Wind The maijae djinn are a cross between a djinni and efreeti, given the djinni name only due to the physical resemblance they share with their air-aligned parent. In spite of the name, a maijae djinn is just as capable of wielding scorching fire as it is summoning powerful gusts of wind, and these genies often use both in tandem to catch their enemies off guard, and make it harder for their opponents to adjust and adapt efficient strategies for fighting them. Adding to the unpredictability of their fighting style is an inherent chaos unique to the mijae djinn themselves.
Torn Between Worlds As a result of two forbidden worlds coming together, the elemental form of a mijae djinni is incredibly unstable, even overlapping with other planes not traditionally associated with any given element. For most mijae djinn, this means that when they call upon their elemental powers, a strain it puts on their bodies results in either explosive force, or the djinn suddenly and temporarily being transported to a different plane. This nearby plane is commonly the Ethereal Plane, which overlaps and borders the Material Plane, but mijae djinn have often found themselves forcibly moved to locations such as the Feywild or the the Shadowfell as well.
Mistrusted and Misbegotten While the unique traits of the mijae djinn, and other varieties of genies created from the unusual mixing of elementals spirits, make them powerful fighters and unique allies, many are exiles from their homelands. While most genies with multiple elemental heritages are able to survive on the respective planes of their parents, they can rarely do so comfortably. Genies of mixed heritage are also often mistrusted be genies from any plane, as well as the intelligent races of the material Plane, the one place they often feel most comfortable, leaving them with few options when it comes to communities. Because of this, creatures such as he mijae djinn tend to wander from location to location on the Material Plane, rarely staying in one place for long, and often doing whatever they feel is necessary for their own survival, without caring for the needs or wants of others.
Mijae Djinni
The creatures that call the chaotic mixture of the Elemental Planes are almost all very specifically adapted to survive in one exclusive plane, despite the physical overlap that each of the planes experiences with each other. While creatures like the genies will travel to other planes for diplomatic reasons, many require powerful and sustained magic to survive for the duration, and others are even physically repulsed by the idea of remaining on another plane for longer than necessary. But as a focal point for elemental magic, Rabiah offers a neutral place for all genies, and their intermingling has led to the existence of a few rare and exotic spirits with properties of one or more elements.
Armor Class | 15 (natural armor) | ||
---|---|---|---|
Hit Points | 12d8+12 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 10 (+0) | ||
Dexterity | 17 (+3) | ||
Constitution | 13 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 16 (+3) | ||
Charisma | 20 (+5) | ||
Damage Immunities | Fire | ||
Senses | Passive Perception 17 | ||
Languages | Auran | Ignan | |
Challenge | 6 (2300 XP) | ||
Special 1 | Innate Spellcasting | The djinni's innate spellcasting ability is Charisma | (spell save DC 16, d20+8 to hit with spell attacks). |
It can innately cast the following spells without requiring material components | |||
Spells 1 | At will | Burning hands | Gust of wind |
Shocking grasp | Thunderwave | ||
Spells 2 | 2/day each | Dust devil | Flaming sphere |
Scorching ray | |||
Spells 3 | 1/day each | Lighting bolt | Stinking cloud |
Special 2 | Uncontrolled Flame | Whenever a djinni casts a spell, flip a coin. | As a result of heads, any damage from the spell |
is automatically doubled for the spell's duration. | As a result of tails, the spell fails and does not count towards | the number of spells the djinni can cast. | The djinni automatically enters the Ethereal Plane |
and is automatically returned to the Material Plane at the start of its next turn. | If the djinni would reappear inside of an object or creature, | it instead takes 1d10 force damage and is pushed to the nearest unoccupied space | |
Action 1 | Multiattack | The djinni makes two unarmed strikes | |
Action 2 | Unarmed Strike | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d4+2 bludgeoning damage | plus 2d6 fire damage, | and the target must make a DC 14 Strength saving throw or be pushed 10 ft. |
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