Genie, Abasheen

Family: Genies

Large elemental, neutral

Armor Class 16 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 20 (+5) 18 (+4) 17 (+3)

Saving Throws Dexterity +5, Wisdom +7, Charisma +6
Skills Perception +10
Damage Immunities lightning, thunder
Senses darkvision 60 ft., passive Perception 20
Languages Auran, Common, Infernal
Challenge 6 (2,300 XP)

Special Traits

  • Air Mastery. Airborne creatures attack at disadvantage against abasheen.
  • Elemental Demise. If the abasheen dies, its body disintegrates into a warm breeze, leaving behind only the equipment the abasheen was wearing or carrying.
  • Grant Wish. The genie can grant one creature’s wish that is within 60 feet of it.
  • Innate Spellcasting. The abasheen’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

  • Multiattack. The abasheen makes two attacks with its falchion.
  • Falchion. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • Thunderclap (Recharge 5-6). The abasheen claps its hands together loudly, and a wave of thundering force emanates out from it in a 30-foot radius. Each creature in this area must make a DC 15 Constitution saving throw or be pushed back 10 feet and take 18 (4d8) thunder damage on a failed save, or half as much damage with no pushback on a successful one.

About

This being stands 8 feet tall in flowing robes of purple and gold. Its hair is black and tied back in a ponytail with a ribbon of gold.

Abasheen are genies from the Plane of Air and serve the nobles of that plane as diplomats, couriers, and emissaries. Some of the less scrupulous serve as spies and insurgents. They are extremely clever and often let their arrogance interfere with their assignments. Abasheen look down on all creatures from the Material Plane.

Abasheen and common djinn tolerate each other, but that is as far as it goes. They rarely work together and when they do, such pairings often degenerate into quarrels. The societal structure of the abasheen is unknown but it is believed to be vastly different than that of the other genies. No abasheen nobles are known to exist and the entire race seems to be servitor to the race of djinn.

An abasheen stands about 8 feet tall and is always dressed in flowing robes colored to denote their current station. Their skin is dark and their build powerful. All have dark hair, either black or brown, and most wear their hair braided or pulled into a ponytail, tied with ribbons of gold or silver.

Abasheen rely on their physical attack and spell-like abilities in combat. When combat starts, an abasheen commands one of its opponents (usually the one closest to it) to drop or flee (see the command spell).

On its next action, it either bashes an opponent with its fists (if one is close enough) or attempts to charm an enemy spellcaster. During combat, an abasheen rarely touches the ground, preferring to remain airborne and above its opponents. They rarely fight to the death. Should combat turn against an abasheen it always attempts to escape, usually by plane shifting away.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb