Serendib Djinn
To the untrained, Rabiah seems to be made almost exclusively from deserts, with little other than rolling plains of sands, punctured by dunes the size of mountains. Deserts at the majority of Rabiah's geographic makeup, and their presence is almost inescapable. But Rabiah's furthest unexplored regions harbor a small variety of other biomes, including tundras, rainforests, and vast mountain ranges. Rabiah's northern edge is made almost entirely of a single mountain range, known as the Serendib Peaks. Cloaked almost year-round in snow and ice, with volatile lightning stormes clashing above the peaks every other day, the Serendib Peaks also host two feuding races of genie that have been at war for centuries.
Djinn Adapted to the Cold Sharing homes with frost giants and yetis, the Serendib djinn are spirits of air who have over time taken on the qualities of the winter storm. Their bodies are ice-blue or snow-white, and their hair is made from hoarfrost. These djinn retain their ancestral connection to the air, easily soaring through the skies and conjuring gusts and gales, but the currents they make bite with an edge of freezing cold. Their bodies run even colder, sometimes freezing the air around them, and even a light caress from a serendib djinn can create a coldsnap powerful enough to freeze an adventurer in place.
Heart of Ice Like other djinn, most Serendib djinni are naturally good-hearted, though distrustful or strangers. Their way of life has been threatened before by outsiders, and true to their free-wheeling nature, the Serendib djinn allow no trespass upon their freedoms, even more so than most other djinn. Their lifestyle allows for no laws to tie them, and while no Serendib djinn lives far from another, they are fiercely independent, gathering in large numbers for one reason only.
Feuding with the Storms The Serendib Peaks are home not only to the Serendib djinn, but to an offshoot race of efreet as well, with whom all Serendib djinn share a grave and mortal rivalry. When the original genie-led empire which ruled Rabiah fell, the ancestors of the Serendib djinn and Serendib efreet fled to the North, settling in the moutain range they now call home. Distrustful of each other, but willing to work together to survive, the uneasy peace between the two was shattered a scarce few centuries later. The Serendib djinn claim that the efreet attempted to impose their rigid laws and hierarchies on the djinn, as part of their subtle and sinister machinations to turn the djinn into slaves, to replace the human slaves the efreet had lost. The efreet staunchly deny these claims, having their own version of the story, but the Sernedib clans of the efreet and the djinn have been in constant struggle for millennia since.
Serendib Djinn
To the untrained, Rabiah seems to be made almost exclusively from deserts, with little other than rolling plains of sands, punctured by dunes the size of mountains. Deserts at the majority of Rabiah's geographic makeup, and their presence is almost inescapable. But Rabiah's furthest unexplored regions harbor a small variety of other biomes, including tundras, rainforests, and vast mountain ranges. Rabiah's northern edge is made almost entirely of a single mountain range, known as the Serendib Peaks. Cloaked almost year-round in snow and ice, with volatile lightning stormes clashing above the peaks every other day, the Serendib Peaks also host two feuding races of genie that have been at war for centuries.
Armor Class | 16 (natural) | ||
---|---|---|---|
Hit Points | 14d8+42 | ||
Speed | 30 ft. | Fly 60 ft. (hover) | |
Strength | 8 (-1) | ||
Dexterity | 19 (+4) | ||
Constitution | 16 (+3) | ||
Intelligence | 15 (+2) | ||
Wisdom | 10 (+0) | ||
Charisma | 17 (+3) | ||
Skills | Deception d20+6 | ||
Damage Immunities | Cold | Lightning | |
Senses | Darkvision 60 ft. | Passive Perception 10 | |
Languages | Auran | Common | |
Challenge | 8 (3900 XP) | ||
Special 1 | Elemental Demise | If the djinni dies, its body disintegrates into a chilly gust, | leaving behind only equipment the djinni was wearing or carrying |
Special 2 | Lightning Absorption | Whenever the djinni is subjected to fire damage, | it takes no damage and instead regains a number |
of hit points equal to the lightning damage dealt | |||
Special 3 | Innate Spellcasting | The djinni's innate spellcasting ability is Charisma | (spell save DC 14, d20+6 to hit with spell attacks.) |
It can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Ray of Frost | Gust of wind |
Spells 2 | 1/day each | Cone of cold | Snowball swarm |
Action 1 | Icy Touch | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 3d10 cold damage, | and the target must succeed on a DC 15 Constitution saving | or have its speed reduced to 0 until the end of its next turn |
Action 2 | Flesh to Ice (Recharge 5-6) | The djinni makes a melee spell attack against a target within reach. | If the attack hits, ice races along the target's body, |
freezing it in place and causing it to be restrained. | At the start of the target's next turn, | it must make a DC 14 Constitution saving throw | or be petrified in this way is turned to ice instead of stone, |
and the petrification can only be cured with greater restoration or other magic |
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