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                        Returning 15 results for 'genies reach'.
                    
                
                        
                            
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                                        genies race
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    "} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Genasi have
                                                
                                            
                                                
                                                     strong ties to the Inner Planes and the blood of genies flowing through their veins. Like the marids of the Elemental Plane of Water, Zikran is turbulent and unpredictable.
He carries a handheld magic
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    ":"Marine Burst"}, reach 5 ft. or range 60 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Marine Burst", "rollDamageType":"Cold"} Cold damage.
Tail (Marid Form
                                                
                                            
                                                
                                                     Only). Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Tail"}, reach 15 ft. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Tail
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Those who overcome its challenges should reach 16th level. Whimsical even by Undermountainâs standards, the Caverns of Ooze offer DMs the rare opportunity to sing, should they wish to portray the genies on this level in the vein of characters from an animated feature film.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     geas spell on it, compelling it to serve Jarûk the dao and Ichthyglug the marid. The genies use Urm as an intermediary to communicate insults to one another, but the mephit has grown weary of the
                                                
                                            
                                                
                                                     geniesâ game. It wants to be free of Halasterâs geas spell. Urm knows all about the competition between JarĂ»k and Ichthyglug, and tries to lead adventurers to both genies, one after the other. Urm offers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as
                                                
                                            
                                                
                                                     toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. Masters of the Wind. Masters of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Dao Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become
                                                
                                            
                                                
                                                     something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
                                                
                                            
                                                
                                                     mere pretense on the part of the self-important marids. Marids treat all others â including other genies â as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fire Genasi Traits Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin
                                                
                                            
                                                
                                                     bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . Other efreet delight in fireâs beauty, be it the delicacy of a candle flame or the shared wonder of fireworks. These genies might aid mortals in exchange for treasures or the liberation of captive
                                                
                                            
                                                
                                                    : +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.
 Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage.
 Spellcasting. The efreeti casts one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Djinni Genie of the Air Habitat: Coastal, Planar (Elemental Plane of Air); Treasure: Arcana  As genies of wind and skies, djinn personify freedom and might. They can control wind and travel as
                                                
                                            
                                                
                                                     three attacks, using Storm Blade or Storm Bolt in any combination.
 Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.
 Storm Bolt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Efreeti Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or
                                                
                                            
                                                
                                                     attacks or uses its Hurl Flame twice.
 Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
 Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     treasure. If dao are there, so is wealth worth hunting.
 âGundren Rockseeker, Dwarf Treasure Hunter
 Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
                                                
                                            
                                                
                                                     two Earth Burst attacks.
 Earthen Maul. Melee Attack Roll: +10, reach 5 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
 Earth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     or create water. These genies typically dwell in or near bodies of water. While gentle marids make homes amid springs, oases, and serene pools, tempestuous marids inhabit sea stacks, whirlpools, and
                                                
                                            
                                                
                                                     marid canât do so again for 365 days.
 Actions
 Multiattack. The marid makes three Aquatic Lash attacks.
 Aquatic Lash. Melee Attack Roll: +10, reach 15 ft. Hit: 15 (2d8 + 6) Slashing damage plus 9
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     spell in addition to his other spells. While in the basement, he gains a special action option (see âElemental Cannonâ below). Genasi have strong ties to the Inner Planes and the blood of genies flowing
                                                
                                            
                                                
                                                    
 Multiattack. The ghost makes two melee attacks.
 Spectral Weapon. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage.
 Etherealness.  The ghost enters the Ethereal Plane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
                                                
                                            
                                                
                                                     Nature. The golem doesnât require air, food, drink, or sleep.
 Actions
 Multiattack. The golem makes two attacks.
 Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5
                                                
                                            
                                        






