Dungeon Dad Monsters 12
Dungeon Dad Monsters 12
Qorrashi
Large elemental, Typically Lawful Neutral
STR 20 (+5)
DEX 17 (+3)
CON 24 (+7)
INT 17 (+3)
WIS 17 (+3)
CHA 19 (+4)
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.
- 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.
STR 14 (+2)
DEX 20 (+5)
CON 20 (+5)
INT 14 (+2)
WIS 14 (+2)
CHA 16 (+3)
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.
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.
- 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.
STR - 16 +3
DEX - 15 +2
CON - 15 +2
INT - 14 +2
WIS - 15 +2
CHA - 16 +3
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.
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