Genie, Sequana

Family: Genies

Large elemental, neutral

Armor Class 17 (natural armor)
Hit Points 229 (17d10 + 136)
Speed 30 ft., fly 60 ft., swim 90 ft.

22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 18 (+4)

Saving Throws Dex +5, Wis +7, Cha +8
Damage Resistances acid, cold, lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages Aquan
Challenge 11 (7,200 XP)



  • Multiattack. The sequana genie makes two Trident attacks.
  • Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.
  • Water Jet. The sequana genie magically shoots water in a 60-foot line that is five feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the sequana genie and forced prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor forced prone.


Denizens of the Palace of Prisms (the seat of rulership for the Great Durbar of the Sequana and dominant power on the Elemental Plane of Water), sequana are among the most wondrous of genie-kind. Large and piscine, sequana are an amazing sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. As sequana care not for the affairs of terrestrials, land dwellers rarely encounter them.

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