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Friday, August 30, 2019

New Monsters for OSE and BX - Noble Genies


If you are not familiar with Dao, Jann, and Marid statistics please see my previous article here.


Noble genies are the ruling class of the genie world. Besides the Jann, most noble genies will not bother themselves to visit the mortal world. They prefer to stay in their own lands plotting the demise of other leaders and upping their own positions. Being of the noble class and “pure blood” they gain many powers beyond that of a standard genie often becoming akin to a demi-god. There are a few ways to become a noble genie; one is to be granted a title by the ultimate ruler of the planar kingdoms. Another is when a genie becomes bound to servitude by magical forces or a sahira, they gain the powers of a noble genie, but are bound to servitude. Lastly, a genie can try and gain followers in the mortal world that will worship them as a god. This is strictly forbidden and was the reason that King Suleiman made the laws against the interaction of genie and mankind. Even the bitterest rivalries will be put aside by genies in order to stop a rogue genie pretending to be a god. It is considered a myth that a genie with enough worshipers could rival in power that of Shaitan or the great Creator, but this is only a myth.


Djinn, Noble

Rulers of the Elemental Plane of Air the noble Djinns are known as Caliphs. They appear as regular Djinn, but often have regalia befitting their station.



Armor Class​ -2 [21]
Hit Dice​ 15*** (68 hp)
Attacks​ 2 × fist 3d10 or whirlwind
THAC0​ 9 [+10]
Movement Rate​ 120’ (40’) Flying 360’ (120’)
Saves​ D2 W2 P2 B2 S2 (M30)
Morale​ 11
Alignment​ Neutral
XP for Defeating ​4,200
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Djinn Nature: Has all the same abilities as a Djinn.
  • Superior Whirlwind: As normal Djinn with the following changes: only takes 1 round to assume the form, inflicts 3d12 damage, and creatures with 5HD or less can be swept aside.
  • Noble Bearing: Noble Djinn cannot be summoned by Sahira or any other form of magic.
  • Magical Abilities: Following powers may be used once per day:
  1. Cast Cloudkill
  2. Control the weather
  3. Turn water into gas
  4. Grant another person’s wish
  • Load:  10,000 cn flying at full speed; 20,000 cn flying at  half speed;  or double this when walking.



Efreeti, Noble

Rulers of the Elemental Plane of Fire the noble Efreeti are known as Sultans. They appear as regular Efreeti, but are extremely large (15’-30’).



Armor Class​ -2 [21]
Hit Dice​ 20*** (90 hp)
Attacks​ 2 × fists 3d10
THAC0​ 6 [+13]
Movement Rate​ 120’ (40’) Flying 360’ (120’)
Saves​ D2 W2 P2 B2 S2 (M36)
Morale​ 11
Alignment​ Chaotic
XP for Defeating ​5450
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Efreeti Nature: Has all the same abilities as a Efreeti.
  • Regeneration: Noble Efreeti regain 2 hit points a round.
  • Plane Shift: The Noble Efreeti can enter the Ethereal Plane by concentrating for one round.
  • Magical Powers: Following powers may be used once per day.
  • Superior Pillar of Flame: As normal Efreeti with the following changes: the form may be assumed for as long as the Noble Efreeti desires, damage is increased to 2d8, and effects flammable objects up to 15’.

  1. Cast Fireball (20d6)
  2. Grant another person’s wish
  3. Noble Bearing: Noble Efeeti cannot be summoned by Sahira or any other form of magic.
  • Load:  10,000 cn flying at full speed; 20,000 cn flying at half speed; or double this when walking.


Dao, Noble

Rulers of the Elemental Plane of Earth the noble Dao are known as Khans. They appear as regular Dao, but their features are often more unnatural and earthen-like.



Armor Class​ -2 [21]
Hit Dice​ 17** (77 hp)
Attacks​ 2 × fists 3d8
THAC0​ 6 [+13]
Movement Rate​ 120’ (40’) Flying 360’ (120’) Burrowing 90’ (30’)
Saves​ D2 W2 P2 B2 S2 (M30)
Morale​ 11
Alignment​ Chaotic
XP for Defeating ​4300
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Dao Nature: Has all the same abilities as a Dao.
  • Honorable: While intensely evil, the Dao strictly believe in honor and will keep to their word.
  • Regeneration: Noble Dao regain 1 hit points a round.
  • Plane Shift: The Noble Dao can enter the Ethereal Plane by concentrating for one round.
  • Noble Bearing: Noble Dao cannot be summoned by Sahira or any other form of magic.
  • Hurl Magma Boulder: Noble Dao can throw boulders of magma 100' for 6d6 damage.
  • Magical Abilities: Following powers may be used once per day.
  1. Cast Flesh to Stone
  2. Create a large earthquake
  3. Gaseous Form (Sandstorm)
  4. Grant another person’s wish
  • Load:  10,000 cn flying/burrowing at full speed; 20,000 cn flying/burrowing at half speed; or double this when walking.

Marid, Noble



Rulers of the Elemental Plane of Water the noble Marids are known as Padisha. They appear as regular Marid, but their clothing is reflective of their station.

Armor Class​ -2 [21]
Hit Dice​ 26+*** (117 hp)
Attacks​ 2 × fists 4d10
THAC0​ 5 [+14]
Movement Rate​ 120’ (40’) Flying 360’ (120’) Swimming 480’ (160’)
Saves​ D2 W2 P2 B2 S2 (M36)
Morale​ 11
Alignment​ Chaotic
XP for Defeating ​8500
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by +2 or better magical weapons or magical spells.
  • Marid Nature: Has all the same abilities as a Marid.
  • Regeneration: Noble Marid regain 5 hit points a round.
  • Superior Water Jet: As water jet ability with the following changes: jet can be 20’ long, causes 3d6 damage, and blinds opponent for 1d3 rounds.
  • Noble Bearing: Noble Marid cannot be summoned by Sahira or any other form of magic.
  • Following powers may be used once per day.
  1. Cast Death Spell
  2. Create a large whirlpool
  3. Grant another person’s wish
  • Load:  20,000 cn flying/swimming at full speed; 40,000 cn flying/swimming at half speed; or double this when walking.

Jann, Noble

Rulers of the wandering tribes of Janni, the noble Janni are known as Amirs. They appear as regular Jann, but are slightly taller (9’).



Armor Class​ 0 [19]
Hit Dice​ 12+* (54 hp)
Attacks​ Att by weapon with +3 damage
THAC0​ 10 [+9]
Movement Rate​ 240’ (80’) Flying 360’ (120’)
Saves​ D2 W2 P2 B2 S4 (M18)
Morale​ 11
Alignment​ Lawful
XP for Defeating ​1900
Number Appearing​ 1
Treasure Type​ Nil

  • Damage Immunity: Can only be harmed by magical weapons or magical spells.
  • Jann Nature: Has all the same abilities as a Jann.
  • Planar Traveler: Can survive in the Elemental Planes for an infinite amount of time.
  • Superior Growth: Works as a Potion of Growth with the following changes: triples the damage instead of double. 
  • Superior Travel to any Elemental Plane: As ability with the following change, can bring up to 18 others.
  • Following powers may be used once per day.
  1. Cast Dispel Evil
  2. Cast Neutralize Poison
  3. Cast Polymorph Self


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