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Dungeon Dad Monsters 12

The document describes three elemental beings: Qorrashi, Khayal, and Janni, detailing their physical characteristics, abilities, and roles within their respective elemental planes. Qorrashi are ice spirits known for their combat skills and noble demeanor, Khayal are shadowy tricksters with deception abilities, and Janni are versatile elemental beings with a range of spells. Each being has unique traits, actions, and spellcasting capabilities that define their interactions in gameplay.

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0% found this document useful (0 votes)
19 views14 pages

Dungeon Dad Monsters 12

The document describes three elemental beings: Qorrashi, Khayal, and Janni, detailing their physical characteristics, abilities, and roles within their respective elemental planes. Qorrashi are ice spirits known for their combat skills and noble demeanor, Khayal are shadowy tricksters with deception abilities, and Janni are versatile elemental beings with a range of spells. Each being has unique traits, actions, and spellcasting capabilities that define their interactions in gameplay.

Uploaded by

gpannier
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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QORRASHI

Confident and powerful, this elegant humanoid stands as tall as an


ogre, but their features are noble and their blue skin is covered with frost
like a window in wintertime. An aura of sharp and biting cold surrounds them.

Para-Elemental Genies. Distant relatives of both the djinn and marid,


qorrash (singular qorrashi) are elemental spirits of cold and ice. They resemble
blue-skinned humanoids with frost-laced flesh, and though they are often nearly
unclothed, they seem quite at home in the icy temperatures. Males of their kind tend
to be bald, but wear long and elegant facial hair, while females typically have
extremely long hair that swirls around them in a chaotic but deliberate manner.
Wardens of Ice. Qorrash enjoy physical combat more than their djinn
cousins, though they still use their magical abilities to soften up their foes. They are
also quick to flee from a fight that turns against them.
Frozen Palaces. Qorrash embody the ideals of nobility and familial pride.
They make their homes in the far reaches of the elemental plane of ice which lies
between the plane of air and the plane of water. Their ornate palaces dot the frigid
landscape, transforming many of the tremendous icebergs into masterfully carved
architectural wonders.
Friends of Frost. Long ago a pact was forged between the qorrash and the
frost giants of the material plane. This pact would allow the two races to travel
between each other's lands using portals which would be well guarded by both
species. While the age of giant dominance has long since passed, to this day, the frost
giants and qorrash still count one another as trusted allies. It is not uncommon to
find qorrash advising the leaders of the frost giant factions scattered across the
material plane.

Qorrashi
Large elemental, Typically Lawful Neutral

Armour Class - 17 (natural armor)


Hit Points - 200 (16d10 + 112)
Speed - 30 ft., fly 60 ft., swim 60 ft.

STR 20 (+5)
DEX 17 (+3)
CON 24 (+7)
INT 17 (+3)
WIS 17 (+3)
CHA 19 (+4)

Saves DEX +7, WIS +7, CHA +8


Vulnerabilities fire
Damage Resistances acid, lightning, thunder
Damage Immunities cold
Senses passive Perception 13
Languages Aquan, Auran, Giant
Challenge 11 (7,200 XP)

Proficiency Bonus +4

Traits
Amphibious.
The qorrashi can breathe both air and water
Elemental Demise.
If the qorrashi dies, its body disintegrates into a chilling wind, leaving behind only
equipment the qorrashi was wearing or carrying.

Icewalking.
The qorrashi has the ability to move up, down, and across vertical surfaces and upside down
along ceilings, while leaving its hands free as long as the surface is covered in ice. The
qorrashi also gains a climbing speed equal to its walking speed on ice-covered surfaces.

Actions
Multiattack.
The qorrashi makes three melee attacks

Glaive.
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Hit: 16 (2d10 + 5) slashing damage plus 4 (1d8) cold damage.

Slam.
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 12 (2d6 + 5) bludgeoning damage plus 4 (1d8) cold damage and the target must succeed
on a DC 16 Constitution saving throw or gain one level of exhaustion and be stricken with
frostbite. A creature with frostbite must succeed on a DC 16 Constitution saving throw every
hour or gain one level of exhaustion. Frostbite lasts until it is removed with the lesser
restoration spell or an equivalent magical effect. Creatures with immunity to cold are
immune to the effects of frostbite.

Innate Spellcasting.
The monster’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). It can innately cast the following spells, requiring no material components:

• At will: absorb elements, detect evil and good, detect magic, frostbite (3d6)
• 3/day each: create food and water, cone of cold, ice storm, tongues, wind walk
• 1/day each: conjure elemental (air elemental or water elemental only) gaseous form,
invisibility, major image, plane shift
Ice Genasi
As an ice genasi, you are descended from the enigmatic Qorrashi. Like your ancestors, you
are likely noble and thoughtful in the ways of diplomacy. Though if someone proves
themselves to be an enemy to you, honour dictates that this enemy is given no quarter. You
are truly at home when engaged in good conversation with close friends, or when having a
spirited debate with someone who disagrees with you.

Your body is frigid to the touch. Veins and blood vessels beneath your skin might appear
prominent through the surface as icy lines of pale white. Most of your kind have golden
yellow or pale white eyes and skin tones that range from stark white to cool blues.
Surrounding you at all times is a vague breeze of frigid air. Not enough to cause real harm or
discomfort to anyone around you, but it is certainly noticeable and even appreciated by some
in hotter climates.

-​ Ability Score Increase. Your Constitution score increases by 1.

-​ Way With Words. You gain proficiency in the Persuasion skill.

-​ Amphibious. You can breathe air and water.

-​ Cold Resistance. You have resistance to cold damage.

-​ Sheer Cold. - You can cast the Binding Ice spell once with this trait, requiring no
material components, and you regain the ability to cast it this way when you finish a
long rest. Constitution is your spellcasting ability for this spell.
Pact of the Genie (Expanded Spell List)
At 1st level, the Genie lets you choose from an expanded list of spells when you learn a
warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the
warlock spell list for you, along with the spells associated in the table with your patron's
kind. This table details spells granted by the qorrashi, an additional choice for the warlock
patron.

Spell Level - Qorroshi Spells


1st​ ​ Ice Knife
2nd​ ​ Rime’s Binding Ice
3rd​ ​ Sleet Storm
4th​ ​ Ice Storm
5th​ ​ Cone of Cold

Elemental Gift (Qorrashi Patron)


At 6th level, you begin to take on characteristics of your patron's kind. You now have
resistance to a damage type determined by your patron's kind. Warlocks who make a pact
with a qorrosh gain resistance to cold damage.
KHAYAL
This being appears to be a muscled, wiry human. His skin is a dark
and dusky grey; his beard, pants, and vest of deepest black. His eyes
appear empty, naught but tunnels into the darkest night.
Khayal
Medium elemental, chaotic neutral

Armour Class - 17 (natural armor)


Hit Points - 123 (14d8 + 60)
Speed - 30 ft., fly 40 ft.

STR 14 (+2)
DEX 20 (+5)
CON 20 (+5)
INT 14 (+2)
WIS 14 (+2)
CHA 16 (+3)

Saves DEX+9, INT +6, WIS +6


Skills Deception +11, Insight +6, Perception +6, Stealth +9
Vulnerabilities radiant
Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold
Senses darkvision 120 ft., passive Perception 16
Languages Common, Primordial, telepathy 100 ft.
Challenge 11 (7,200 XP)

Proficiency Bonus +4

Traits
Compulsive Lies.
The khayal has expertise in deception (already factored into its deception modifier) and rolls
deception checks with advantage.

Elemental Demise.
If the khayal dies, its body disintegrates into a 60 ft. area of magical darkness that lasts for 1
round.

Eyes of the Dark.


The khayal can see through magical darkness.

Sneak Attack.
Once per turn, the khayal deals an extra 14 (4d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of
the khayal that isn't incapacitated and the khayal doesn't have disadvantage on the attack
roll.

Actions
Multiattack.
The khayal makes three weapon attacks.

Scimitar.
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 9 (1d6 + 5) damage.

Umbral State.
The khayal becomes a being of shadow for 1 hour. During this time, it is incorporeal and
gains immunity to all damage dealt by non-magical weapons. All attack rolls against the
khayal have disadvantage and it can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting.
The khayal’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell
attacks). It can innately cast the following spells, requiring no material components:

• At will: hallucinatory terrain, plane shift (Shadowfell only), shadow blade, speak with
dead
• 3/day each: darkness, shadow of moil, tongues
• 2/day each: blur, creation, vampiric touch
• 1/day each: pass without trace, summon undead (spirit only)
Shadow Genasi
As a shadow genasi, you are descended from the oft-forgotten Khayal. You are likely cunning
and swift, taking joy in your quick wit and ability to outthink most other creatures. You tend
to feel most comfortable when not in the spotlight, allowing others to take all the attention is
the best strategy for going unnoticed.

Almost all shadow genasi are cool to the touch. Most of your kind have entirely dark eyes,
making it difficult for anyone to tell where you’re looking or how you’re feeling. Your shadow
might have unusual characteristics as well. It may move on its own at times, or react when
you feel strong emotions.

-​ Ability Score Increase. Your Charisma score increases by 1.

-​ Deceptive. You gain proficiency in the Deception skill.

-​ Improved Darkvision. You can see in dim light within 120 feet of you as if it were
bright light, and in darkness as if it were dim light.

-​ Wreath in Shadow. - You can cast the Blur spell once with this trait, requiring no
material components, and you regain the ability to cast it this way when you finish a
long rest. Constitution is your spellcasting ability for this spell.
Pact of the Genie (Expanded Spell List)
At 1st level, the Genie lets you choose from an expanded list of spells when you learn a
warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the
warlock spell list for you, along with the spells associated in the table with your patron's
kind. This table details spells granted by the khayal, an additional choice for the warlock
patron.

Spell Level - Khayal Spells


1st​ ​ Dissonant Whispers
2nd​ ​ Blur
3rd​ ​ Blink
4th​ ​ Greater Invisibility
5th​ ​ Mislead

Elemental Gift (Khayal Patron)


At 6th level, you begin to take on characteristics of your patron's kind. You now have
resistance to a damage type determined by your patron's kind. Warlocks who make a pact
with a khayal gain resistance to necrotic damage.
JANNI
Janni
Medium elemental, neutral

Armour Class - 16 (natural armour)


Hit Points - 65 (10d8 + 20)
Speed - 35 ft., fly 30 ft.

STR - 16 +3
DEX - 15 +2
CON - 15 +2
INT - 14 +2
WIS - 15 +2
CHA - 16 +3

Saves - Dex +5, Wis +5, Cha +6


Damage Resistances - fire, thunder, lightning
Senses - darkvision 60 ft., Passive perception 13
Languages - Common, Primordial
Challenge - 9 (2,900 XP)

Traits
Amphibious.
The janni can breathe air and water.

Elemental Endurance.
Jann can survive on the elemental planes of earth, air, fire, and water for
up to 48 hours. After this time has elapsed, their maximum hit points will
be reduced by 2 (1d4) for each additional hour spent away from the
material plane until it dies or returns to the material plane. After a long
rest on the material plane the hit point loss is reversed.
Innate Spellcasting
The janni’s innate spellcasting ability is Charisma (spell save DC 14, +6
to hit with spell attacks) . It can innately cast the following spells,
requiring no material components:
At Will: detect magic, guidance
3/day each: enlarge/reduce, speak with animals, absorb elements,
animal friendship
1/day each: invisibility, create food and water, etherealness, warding
wind

Actions
Multiattack.
The janni makes two khopesh attacks.

Khopesh.
Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 8 (1d10 + 3) slashing damage plus 2 (1d4) fire, lightning or thunder
damage (janni’s choice). Attacks with this weapon ignore the targets AC
bonus granted by wielding a shield.

_________________________________

Variant: Janni Nobility.


A small percentage of janni are noble. They are typically referred to as
sheikhs or amirs. A noble janni is CR 10 (5,900 XP) has an armour class
of 18, has 87 hit points, and can cast the following spells as part of its
innate spellcasting;

3/day: augury, divination, foresight

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