Genie

Genie: Master of Elements.

Resistant(-10) to fire, ice, lightning and wind.

Lvl 17 large genie - Striker
M88195
Blazing Path.

The area you move through is ignited, dealing 5 damage to enemies who pass through it. Resets at the start of tour turn.

  • Burning Blades..

    All adjacent targets. On damage: Burning (Burning: take 5 fire damage at the end of your turns until you make a DEX save/1 action. Fall prone to automatically succeed.)

BLOODIED:

At 187 HP, Blazing Path now only resets when you are slain.

Lvl 17 large genie - Aoe
86220
Diverting Currents.

Attacks against you that roll 7+ on the primary die miss.

  • Whirlpool..

    (Range 12, 5x5 area) DC 18 STR save or pulled into the center and Drowning (Drowning: Wounded at the end of your turn unless you spend 2 actions to cough up water.)

BLOODIED:

At 120 HP, waves spray seafoam about. Heroes make a DC 18 DEX save or are Blinded (End of turns).

Lvl 17 genie - Melee
H66130
Earthshock.

Melee attackers are Dazed.

  • Earthslam..

    (Adjacent 3×3 area) On crit: Buried (Buried: Blinded and Restrained/Escape DC 18. 20 damage if you end your turn Buried.)

BLOODIED:

At 65 HP, degrade armor by one step but melee attackers also take 5 damage.

Lvl 17 genie - Skirmisher
188240
Disperse.

When you take 20+ damage, teleport 8.

Wind Currents .

When you take damage from wind spells, deal that much damage to another target in range.

  • Whirlwind..

    (Range 18, 3x3x12 Cylinder) DC 18 STR save, Fail: Restrained (Escape DC 18). On subsequent turns you can move this (and all Restrained creatures) up to 12 as part of this action.

BLOODIED:

At 122 HP, surround yourself in a vortex that makes ranged attacks against you at Disadvantage.