Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting. Blastron’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave, shatter
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Infinite Wishes. As long as Blastron has half or more of his hit points, he can use his action to cast the wish spell with special limitations. He can only use this casting of wish to duplicate any spell of 8th-level or lower, or to produce the effects of the true polymorph spell. When Blastron casts true polymorph in this way, it does not require his concentration, and cannot be reversed or dispelled by any means other than the wish spell. A creature reduced to 0 hit points while affected by Blastron's true polymorph does not revert to their original form, and instead follows the normal rules for being unconscious and making death saving throws.
Multiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Indomitable Resistance. If Blastron fails a saving throw, he can use his reaction to wish away his failures, causing him to succeed instead. If Blastron suffers the poisoned condition, he cannot take this reaction until the end of his next long rest, regardless of the condition's effect.
Blastron can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Blastron regains spent legendary actions at the start of his turn.
Thunder Step. Blastron teleports up to 40 feet to an unoccupied space he can see. Each creature within 10 feet of his original position must succeed a DC 20 constitution saving throw, taking 14 (2d6 + 7) thunder damage on a failed save, or half as much on a successful one.
Whirlwind Flourish. (Costs 2 Actions). Blastron makes a spinning attack with his scimitars. He can make 1 scimitar attack against any number of creatures within 5 feet of himself. A creature hit by one of these attacks is pushed 10 feet away from Blastron in a straight line.
Transformative Wish. (Costs 3 Actions). Blastron uses his infinite wishes trait, targeting 1 friendly creature he can see within 60 feet. He casts true polymorph on the target, transforming them into any creature of a challenge rating up to 3 + the challenge rating of the target creature.
Description
Once the all-powerful ruler of the elemental plane of air and the most powerful genie ever known, the Fallen Noble Blastron was banished into a distant prison beyond the confines of reality. As the only genie to have ever hold dominion over an entire plane, he possesses powers beyond that of any other elemental, including the power to grant wishes to himself as he pleases.
After Blastron was foretold to seize control all of known reality, many battles were fought in an attempt to prevent his conquest. Eventually he was brought down by the combined efforts of several gods, demon lords, and archdevils. As long as he remained alive within the multiverse, he could not truly be killed, so he was eventually banished outside of known existence and sent to the eternal chaos in the far realm.
Blastron lost much of his power and influence with the loss of his kingdom in the plane of air, but he still remains the most powerful genie to have ever lived. He often tries to seed his control into the material plane by gathering the allegiance of elemental cultists.
Should Blastron ever return to the known multiverse in physical form, his statblock is presented above.
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