Genie, Red Jinn

Family: Genies

Small elemental, neutral good

Armor Class 16 (natural armor)
Hit Points 133 (14d6 + 84)
Speed 25 ft.

10 (+0) 12 (+1) 22 (+6) 18 (+4) 17 (+3) 15 (+2)

Saving Throws Con +9, Int +7
Skills Arcana +7, History +7, Insight +6, Investigation +7, Nature +7, Perception +6
Damage Immunities poison
Damage Immunities poisoned
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP)



  • Multiattack. The red jinn makes two fist attacks.
  • Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  • Jar Defense. The red jinn withdraws into its jar, gaining a +4 bonus to AC until it emerges. It can emerge from its jar as a bonus action on its turn. The red jinn is blinded and incapacitated, and its speed drops to 0. It has resistance to all damage except psychic damage.


This genie’s body is a great red jar. He wears the lid for a hat and when he grows bored or sleepy, simply retires into himself like a turtle.

Red jinns are very rare, with the most noteworthy being Jinnicky, the Wizard of Ev. His powers are on par with the Wizard of Oz, although he uses similar tools and his powers have limits.

The Good Life. Red jinns are quite fond of food, drink, and partying in general. Their palaces tend to be grandly appointed, red-tinted affairs with numerous elemental servants that they use for nearly every task.

Mobile Home. Red jinns are quite hardy. If under serious threat, they simply withdraw into their jars. In this manner red jinns have outlasted much hardship by going into a form of hibernation, a state that can function even at the bottom of the sea.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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