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    Lamp Djinn

    Large elemental, Unaligned

    Armor Class 16 (natural armor)

    Hit Points 127 (15d10 + 45)

    Speed 30 ft., Fly 60 ft. (Hover)

    STR 14 (+2) · DEX 18 (+4) · CON 16 (+3) · INT 18 (+4) · WIS 16 (+3) · CHA 16 (+3)

    Skills Arcana +7, History +7, Perception +6, Stealth +7

    Senses Darkvision 120 ft., passive Perception 16

    Languages All, Telepathy 120 ft.

    Challenge 6 (2,300 XP)

    Traits

    Amorphous. The djinn can move through a space as narrow as 1 inch wide without squeezing.

    Bound to the Ring. The djinn is magically tethered to a specific ring and its wearer. It flawlessly understands and obeys the spoken or telepathic commands of the ring's master, displaying neither free will, malice, nor kindness.

    Terrifying Visage. When a creature starts its turn within 30 feet of the djinn and can see its smoldering, terrifying face, the djinn can force the creature to make a DC 15 Wisdom saving throw. On a failed save, the creature is Frightened until the end of its next turn. While Frightened in this way, the creature is struck mute and cannot speak or cast spells with verbal components. A creature that succeeds on the save is immune to this djinn's Terrifying Visage for 24 hours.

    Actions

    Multiattack. The djinn makes two Scorching Gale attacks. It can replace one attack with a use of Spellcasting.

    Scorching Gale. Magic Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4) Bludgeoning damage plus 9 (2d8) Fire damage. If the target is a creature, the searing winds automatically knock it Prone.

    Desert Exile (1/Day). The djinn targets one creature it can see within 60 feet. The target must succeed on a DC 15 Charisma saving throw or be magically teleported to an illusory desert wasteland demiplane. The target is Incapacitated while there. At the end of the target's next turn, it takes 22 (4d10) Fire damage from the scorching sun and reappears in the space it left, or in the nearest unoccupied space if that space is occupied.

    Spellcasting. The djinn casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (Spell Save DC 15):

    At Will: Invisibility (self only; PHB, p. 331), Minor Illusion (PHB, p. 298)

    1/Day each: Call Lightning (PHB, p. 248), Wall of Fire (PHB, p. 338)

    Bonus Actions

    Master's Salvation. The djinn manipulates space to protect its owner. It magically teleports a willing creature it can see within 60 feet of it to an unoccupied space within 5 feet of the djinn. Alternatively, the djinn can teleport itself to an unoccupied space within 5 feet of its master.

    Reactions

    Flawless Support. When a creature the djinn can see makes an attack roll against the djinn's master, the djinn uses its reality-bending magic to impose Disadvantage on the attack roll. If the attack still hits, the master gains Resistance to all damage dealt by that attack.

    CR 0

    Badr al-Budur, whose name in Arabic means “Full Moon” or “Most Radiant of Moons,” is a princess and the sultan’s daughter and later Aladdin’s wife. According to the canon of Arabic tales, she has perfect features, fair skin, dark hair, and large expressive eyes. Badr al-Budur wears sumptuous silk garments, gold jewelry set with precious stones, and a traditional veil that hides her face from commoners. Her appearance is so striking that when Aladdin first sees her unveiled he becomes stupefied and falls ill from love. In Eastern poetry, comparison to the full moon is the highest compliment to feminine beauty, and in the story she is described as like the moon on the fourteenth night, the epitome of perfection in the Orient.

    By temperament Badr al-Budur is at first proud and obedient to the will of her father the sultan, and later a devoted wife. She has a keen mind, and in critical moments she becomes incredibly cunning, cautious, and calculating. Her main weapons are dazzling beauty, eloquence, and poisons, and her special gift is the ability to enchant men, causing them to drop their guard and their reason.

    • CR 16

      Аn emotionless entity of smokeless fire who wields virtually limitless, reality-altering magic.

      The Lamp Djinn, often classified as a greater djinn of the marid caste or a mighty ifrit, calls himself simply the Slave of the Lamp in the original tale. According to Eastern belief he is woven from pure smokeless fire. When summoned he pours out of the lamp’s neck as thick smoke that condenses into a monstrous humanoid with a fearsome visage. The lower half of his body has no solid outline, forming instead a smoky tail or whirlwind anchored to the lamp. His appearance is so dreadful that Aladdin’s mother fainted when she first beheld him.

      Middle-Eastern mythology holds that powerful djinn were sealed inside copper vessels by King Solomon as punishment for their pride and disobedience to the Almighty, and the Seal of Solomon prevented their escape. Bound to the artifact, the djinn is devoid of free will and lies in a state of magical suspended animation until the lamp is rubbed.

    In disposition the djinn is submissive yet frightening. It is a highly developed, intelligent being versed in the magic, architecture, and treasures of the whole world. Utterly alone, without allies, needing neither sleep nor food, it exists in absolute bondage to the object. The djinn shows no emotion toward its owner, be he the kindly Aladdin or the evil Maghrebi sorcerer, for its sole motivation is the blind fulfillment of the contract. Its conduct is summed up in the stock phrase: “I am your slave and the slave of whoever holds the lamp; command, and I obey!”

    In martial terms the djinn commands instant teleportation, carrying colossal objects by air, sea, or land—moving an entire palace with all its residents from China to Africa overnight, for instance. He avoids direct physical confrontation, deeming it beneath a marid’s dignity, and instead strikes with reality-altering spells. The djinn never fights hand-to-hand: he can conjure gold, food, and armies out of nothing, raise impenetrable walls, paralyze, disarm, or banish foes to the ends of the earth. His tactics and strategy boil down to strict obedience: if ordered to destroy an army, he may split the ground open and swallow the enemy whole. Yet the djinn shows no initiative and will not defend his master without an explicit command or if the lamp is lost. His foremost gift is the virtually limitless granting of wishes, free of any three-wish rule; he obeys endlessly so long as the lamp remains in the owner’s hand. He does, however, have weaknesses: absolute dependence on whoever holds the object—should the lamp be stolen, the djinn will unhesitatingly turn all his power against the former master—and a divine prohibition that bars him from breaking the laws of creation or the will of the Creator.

    Killing a djinn is all but impossible, for he is immortal and immune to ordinary harm.

    Lore

    The story takes place in one of the cities of China. Aladdin is the only son of a poor tailor. From childhood he is hopelessly lazy: he spends whole days playing in the streets with other boys and flat-out refuses to learn his father’s trade. Worried sick about his son’s future, the tailor falls ill and dies. His widow is left spinning cotton from dawn till dusk just to keep herself and Aladdin alive.

    When Aladdin turns fifteen, a mysterious stranger approaches him in the street—a Maghribi, an evil magician from North Africa. Pretending to be the long-lost brother of the late tailor, the sorcerer showers Aladdin and his mother with money and gifts and quickly wins their trust. Through his mastery of dark magic and sand divination, the magician has learned about a wondrous lamp hidden deep underground. The same signs have told him that only one person on earth—Aladdin—can retrieve it.

    From The Fairy Tale Compendium · Fern Flower Press