Large Elemental (Genie), Chaotic Neutral
AC 19 Natural Armor    Initiative +11 (21)
HP 280 (16d10 + 192)
Speed
Mod Save
STR 22 +6 +6
DEX 20 +5 +11
CON 22 +6 +12
Mod Save
INT 18 +4 +4
WIS 16 +3 +3
CHA 22 +6 +12
Skills Deception +12, Insight +9, Perception +9
Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Poisoned, Prone, Restrained
Senses Darkvision 120 ft; Passive Perception 22
Languages Auran, Common, Primordial
CR 17 (XP 18,000; PB +6)
Traits

Legendary Resistance (3/Day).
If Zahir fails a saving throw, she can choose to succeed instead.

Lord of the Open Sky.
Zahir ignores difficult terrain caused by wind or air. She cannot be grappled or restrained by nonmagical means.

Storm Sovereign Aura (30 ft.).
Hostile creatures that start their turn in the aura must succeed on a DC 18 Strength saving throw or have their speed reduced by 10 ft. until the start of their next turn.

Spellcasting. Zahir casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):

At Will: Detect Evil and Good, Detect Magic
2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind WalkCounterspell
1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift

Actions

Multiattack

Zahir makes two Stormglass Scimitar attacks or one scimitar attack and one Thunderous Backhand.


Stormglass Scimitar

Melee Weapon Attack: +12 to hit, reach 5 ft., one target
Hit: 14 (2d6 + 6) slashing damage plus 13 (3d8) lightning damage.
The target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a direction of Zahir’s choice.


Thunderous Backhand

Melee Weapon Attack: +12 to hit, reach 10 ft., one target
Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) thunder damage.
On a failed DC 18 Constitution saving throw, the target is knocked prone and deafened until the end of its next turn.


Chain of Broken Promises (Recharge 5–6)

Zahir conjures spectral wind-chains targeting up to three creatures she can see within 60 ft.

Each target must make a DC 18 Strength saving throw or become restrained for 1 minute.
While restrained, a creature takes 10 (3d6) thunder damage at the start of each of its turns.
A creature can repeat the save at the end of its turn, ending the effect on a success.


Absolute Dominion (Recharge 6)

Zahir warps gravity and wind in a 60-ft-radius sphere centered on herself.

  • Creatures must succeed on a DC 18 Dexterity saving throw or be flung 30 feet upward and then fall

  • Falling damage applies normally

  • Flying creatures have their fly speed reduced to 0 until the end of their next turn

Bonus Actions

Wind Step

Zahir magically teleports up to 30 ft. to an unoccupied space she can see, leaving behind a slicing gust.
Creatures adjacent to his starting space must succeed on a DC 18 Dexterity save or take 7 (2d6) slashing damage.

Reactions

Zephyr’s Rebuke

When Zahir is hit by an attack, she halves the damage and the attacker must succeed on a DC 18 Strength save or be pushed 20 ft.

Legendary Actions

Legendary Actions: 3/Round

Cutting Gust.
Ranged spell attack +11 to hit, range 60 ft., 10 (3d6) slashing damage.

Wind Step.
Zahir uses Wind Step.

Dispel Defiance (Costs 2 Actions).
Zahir ends one magical effect granting movement or freedom (such as fly, haste, or freedom of movement) on a creature she can see (DC 18 spellcasting ability check).

Mythic Actions

The Pact Shattered 

When Zahir is reduced to 0 hit points, she does not die. Instead:

  • She regains 80 hit points

  • All hostile creatures must succeed on a DC 18 Charisma saving throw or have their speed halved and lose reactions for 1 round

  • Zahir regains use of Chain of Broken Promises

If Zahir is defeated after this trait triggers, she is permanently destroyed or banished (DM’s choice).

Description

Zahir al-Sirr is a powerful djinni noble who rules over a drifting palace of cloud and lapis glass on the Elemental Plane of Air. Unlike lesser genies bound by lamps and mortal summoners, Zahir prefers contracts of influence—granting mortals power in exchange for clever service, secrets, and the slow unraveling of tyrannies.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalPlanar (Elemental Plane of Air)

Vengefuldead

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