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    Maghribi

    Huge elemental, Unaligned

    Armor Class 18 (natural armor)

    Hit Points 225 (18d12 + 108)

    Speed 0 ft., fly 60 ft. (hover)

    STR 22 (+6) · DEX 14 (+2) · CON 22 (+6) · INT 20 (+5) · WIS 18 (+4) · CHA 24 (+7)

    Saving Throws Dex +7, Con +11, Int +10, Wis +9, Cha +12

    Skills Arcana +10, History +10, Perception +9

    Senses Truesight 120 ft., passive Perception 19

    Languages All

    Challenge 16 (15,000 XP)

    Traits

    Bound to the Lamp. The djinn is bound to a magical brass lamp and is forced to obey the commands of whoever physically holds it. It cannot be truly killed as long as its lamp is intact. If the djinn drops to 0 Hit Points, its body instantly dissipates into thick smoke and retreats into the lamp, reforming at full strength after 24 hours. If the lamp is destroyed, the djinn is instantly freed and plane shifts to the Elemental Plane of Fire.

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

    Smokeless Form. The djinn can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

    Actions

    Multiattack. The djinn makes three attacks, using Overwhelming Will no more than once. It can replace one attack with a use of Spellcasting.

    Smokeless Fire (Magic Attack). +12 to hit, reach 120 ft., one target. Hit: 28 (6d6 + 7)

    Fire damage. If the target is a creature, it is automatically knocked Prone.

    Overwhelming Will (Magic Attack). +12 to hit, reach 60 ft., one target. Hit: 23 (3d10 + 7)

    Force damage. If the target is a creature, it is Paralyzed for 1 round.

    Spellcasting. The djinn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (Spell Save DC 20):

    At Will: Creation (as a 5th-level spell; PHB, p. 259), Dispel Magic (PHB, p. 264), Telekinesis (PHB, p. 331)

    3/Day each: Fabricate (PHB, p. 271), Teleport (PHB, p. 331), Wall of Force (PHB, p. 338)

    1/Day each: Earthquake (PHB, p. 271), Wish (only to fulfill an explicit command of the lamp's master; PHB, p. 341)

    Bonus Actions

    Master's Reposition. The djinn magically teleports itself, or the holder of its lamp, up to 60 feet to an unoccupied space it can see.

    Manifest Riches. The djinn conjures a 10-foot-radius pile of heavy, ornate treasures at a point it can see within 60 feet. Creatures in the area must succeed on a DC 20 Dexterity saving throw or take 18 (4d8) Bludgeoning damage and be restrained by the gold until the start of the djinn's next turn. The gold vanishes after 1 minute.

    Reactions

    Absolute Protection. When the creature holding the djinn's lamp takes damage, the djinn can magically absorb the impact, taking the damage instead. If the damage type is one the djinn is immune to, the damage is completely negated.

    Spurn the Unworthy. When a creature the djinn can see targets it with a melee attack, the djinn can force the attacker to make a DC 20 Charisma saving throw. On a failure, the attacker is instantly teleported up to 30 feet away to an unoccupied space, and the attack misses.

    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