Right now I'm brainstorming a new campaign which I'm calling the campaign Giants and Genies which takes place in the aftermath of a near apocalyptic war between the two groups. I just have a problem with vanilla genies as they appear in the Monster Manual. They seem like formidable early to mid-game enemies, but they're one half of the main focus of the whole adventure, and they dont really qualify as endgame bosses barring a wish spell. I certainly dont want every genie they encounter to have that. Also without a wish they dont really compare to the more powerful types of giants either.
So what kinds of traits should I give the more powerful genie NPCs and villains?
Right now I'm brainstorming a new campaign which I'm calling the campaign Giants and Genies which takes place in the aftermath of a near apocalyptic war between the two groups. I just have a problem with vanilla genies as they appear in the Monster Manual. They seem like formidable early to mid-game enemies, but they're one half of the main focus of the whole adventure, and they dont really qualify as endgame bosses barring a wish spell. I certainly dont want every genie they encounter to have that. Also without a wish they dont really compare to the more powerful types of giants either.
So what kinds of traits should I give the more powerful genie NPCs and villains?
Well, there are plenty of powerful elementals you can use, such as Maegera, the Dawn Titan, that you can reflavor as powerful genies.
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