Beloved Blue Genie

Legends speak of powerful magics, personified into humanoid form through the ambitious experimentation of long ago magical scholars. The mages who created these beings were ambitious, but their folly stopped just short of allowing these awesomely powerful beings their freedom.

Aware of the dangers these beings posed, they locked them within mundane objects, bound to go unnoticed by adventurers and other trouble makers.

Genies (a bastardisation of djinni, whose form the mages thought the Genies loosely resembled) may be bound by powerful restraints, but they are not without their own will.

An adventurer who discovers the Genie may discover a powerful ally, and a truly weird friend.

Ambassadors of Creation

A Genie is the the very essence of creation and magical spark in vaguely humanoid form, and they personify that in their every action. They see it as their responsibility to celebrate the joyful, playful side of imagination, and are devastated when they see people using power to hurt others.

As creatures who embody creation itself, Genies naturally tend towards the chaotic, and always embody the good intentions of their creators in their actions.

While they may not always be enthused about the desires they grant their contracted mortal, Genies always want the mortal to be happy, and will play tricks, deploy magics and a large array of snacks to bring this into being.

Infinite Cosmic Power. Itty Bitty Living Space.

Most Genies are held in a tiny pocket dimension, contained in a mundane, everyday object like a lamp. This was intended to keep the uninformed away from such huge power.

While they appear mundane, most of these objects were kept by the Mages who created them in very high regard, and so they may appear as strange additions to an otherwise impressive array of magic items. Do not be fooled by its commonplace appearance. Like so many things it is not what is outside, but what is inside that counts. This is no ordinary lamp.

If a mortal humanoid picks up the mundane object in which the Genie is held, they will appear and state the terms of their contract.

A Contracted Existence

In order to control their creations, the Genies' creators bound it by a powerful, unbreakable contract. The Genie may occasionally add their own terms to this, from which they cannot be swayed, but the base contract is non-negotiable.

The Contract

The Adventurer who frees their Genie from their prison is granted Three Wishes. This was the Mages' hasty response to the Genie’s understandable query: “Why do I exist?”

The Genie can only be bound in this contract to one mortal humanoid at a time. And each humanoid can only enter into one contract with one Genie in their lifetime.

The Genie is bound by this contract until one of its humanoid mortal Commanders sets it free.

Fulfilling the heartfelt desires of mortals is the Genie’s purpose. Their enthusiasm for these desires varies dependent on the desire, and sarcasm is their preferred method of displaying displeasure.

  • A Genie will only serve mortal humanoids.
  • A Genie will not perform actions it perceives as harmful or evil.
  • A Genie will use non-harmful methods to restrain or block harmful or evil actions from others.
  • A Genie will not make anybody fall in love or lust.
  • A Genie will not use their magic to kill.
  • A Genie will not bring anyone back from the dead. It’s not a pretty picture. They don’t like doing it.

Other than that...you got it.

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Beloved Blue Genie

Huge Fancypants,Chaotic Good


  • Armor Class 22 (Natural Armour)
  • Hit Points 320 (20d12 + 190)
  • Speed 50ft, fly 50ft., swim 50ft.

STR DEX CON INT WIS CHA
21 (+5) 30 (+10) 21 (+5) 27(+8) 22 (+6) 30 (+10)

  • Saving Throws Cha +17 Wis +13 Dex +17
  • Senses Truesight 120ft, Passive Perception 16
  • Damage Immunities Bludgeoning, Piercing and Slashing Damage from nonmagical weapons
  • Languages Common, Abyssal, Celestial, Elvish, Gnomish, Dwarvish, Draconic, Infernal
  • Challenge 23ish? (Some XP)

Legendary Resistance (3/Day) If the Genie fails a saving throw it can choose to succeed instead.

Magic Resistance. The Genie has advantage on saving throws against spells and other magical effects.

Spellcasting The Genie is a 20th Level spellcaster. Its spellcasting ability is Charisma (Spell save DC23, +18 to hit with spell attacks). The Genie has the following spells prepared when your party first meet it.

Cantrips: Mage Hand, Prestidigitation, Guidance

1st Level (4 slots): Detect Magic, Shield, Animal Friendship, Disguise Self

2nd Level (3 Slots): Aid, Alter Self, Magic Mouth, Skywrite

3rd Level (3 slots): Counterspell, Dispell Magic, Beacon of Hope

4th Level (3 slots): Banishment, Confusion, Dimension Door

5th Level (3 Slots): Seeming, Animate Objects, Wall of Force

6th Level (2 slots): Globe of Invulnerability, Programmed Illusion, Transport via Plants

7th Level (2 slots): Mirage Arcane, Plane Shift, Teleport

8th Level (1 slot): Holy Aura, Demiplane

9th Level (1 slot): Imprisonment, Wish *

*Wish can only be cast in accordance with the Genie's contract.

Actions

Grapple. Melee Attack: +12 to hit, reach 10ft., one target. The target must make a Grapple check using either their Athletics (Str) or Acrobatics (Dex) abilities. On a failure the creature is considered Grappled, and takes 2d6 bludgeoning damage from the fall.

The Genie feels bad, but holds on.

Paralysing Touch (but not mean) Melee Spell Attack: +18 to hit, reach 10ft., one target. Hit: The target must success on a DC23 Constitution saving throw or be paralysed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Genie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Genie regains spent legenadry actions at the start of its turn.

Cantrip The Genie casts a cantrip.

Paralysing Touch (Costs 2 Actions) The Genie uses its Paralysing Touch

Stern Look (Costs 2 actions)The Genie fixes a disapproving look on one creature it can see within 10 feet of it. The target must success on a DC23 Charisma Saving throw, or be charmed by the Genie for 1 minute, having been prompted to seriously consider the error of its ways. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful, or the effect ends for it, the target is immune to the Genie’s gaze for the next 24 hours.

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