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Genie

No. Appearing: 1
Armour Class: 18
Hit Dice: 10+4
Attacks: Weapon 2d10
Nat 19: the target is subject to a Dispel Magic effect, at the Genie's discretion.
Attributes: S:19 D:14 C:16 I:17 P:18 W:17 Ch:14
Luck: 10
Move: 60 ft flying, swimming or burrowing

Genies are 10 ft daemons with a defining connection to air, fire, water or earth. They often appear bare chested in flowing pants or robes, eyes reflecting their elemental power. While not inherently evil like their demon and devil cousins, genies are astoundingly arrogant, smug, callous and domineering towards mortals. No genie enters the human realm by choice, but is instead tricked or forced into service, a fact that inflames them at the slightest provocation. Each genie's terms of bondage are unique and determined by the GM.

Most commonly they serve as guardians, assassins or advisors. When a genie's service is complete, it becomes uncontrolled, and inexorably seeks horrible and excessive vengeance before vanishing forever. Genies have 50% magic resistance and are immune to damage from their respective element. They may cast the standard version of Forbidden Wish three times per day. Genies arm themselves with conjured fire swords, ice hammers and so on, with a 10 ft reach, and may make Off Turn Attacks.