Genie bureaucrats descended from djinn and marids, administrators run offices for genies and mortals alike, always seem to have a cousin who can help and can wreck a city's paperwork if slighted.
Administrator genies work as advisors, negotiators, clerks and deputies, often making daily decisions for their masters. Tall, noble and attractive, with dark tan skin tinged faintly blue, they favor flowing silks that show off their build but dress to suit the job. They keep limited telepathy, talking with anything of low intelligence or better, and can fly if of djinn descent or swim if of marid stock, though they save that movement for emergencies.
Three times a day each an administrator can cast ESP, tongues and friends, plus suggestion once a day, all as a 10th-level wizard, and it always has an unseen servant. It avoids fighting, excelling instead at logistics, always knowing the source of every supply and the fastest route to deliver it. Forced into melee, it somehow has exactly the most useful ordinary or magical item on hand, provided it owns that item or it would normally be found where the genie lives.
Administrators take pride in bureaucracy as an honorable calling. Ambitious, they climb from clerk toward city manager but prefer power behind the scenes. Rumor holds there are just two families, one of djinn stock and one of marid, rivals who trade favors under the table; any administrator seems to have a brother, uncle or cousin who can help. They expect good pay, save riches for the family, and on retiring try to hand their post to offspring or relatives. Young ones may be frazzled and slow until they settle in; hopeless cases become assistants or are posted to rulers who have offended the family. Bound administrators turn surly, processing papers slowly, snubbing visitors and supervising lazily. Successful ones demand fine quarters, airy ones for djinn lines and fountain-filled ones for marid lines, and bring those touches to their offices.
Treated well, an administrator makes a government shine; treated badly, it can bury a city in errors.
More: Monsters starting with A · Al-Qadim monsters · All monsters A-Z
Related: Architect/Builder Genie [Tasked] · Artist Genie [Tasked] · Deceiver Genie [Tasked] · Genie · Guardian Genie [Tasked] · Harim Servant Genie [Tasked] · Herdsman Genie [Tasked] · Messenger Genie [Tasked] · Miner Genie [Tasked] · Noble Dao [Genie] · Noble Djinni [Genie] · Noble Efreeti [Genie]
| Climate/Terrain | Dependent upon task |
|---|---|
| Frequency | Very rare |
| Organization | Solitary of family |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | Genius (17-18) |
| Treasure | E,G |
| Alignment | Any lawful |
| No. Appearing | 1 or 1d4+1 |
| Armor Class | 6 |
| Movement | 9, Sw 15 or Fl 15(A) |
| Hit Dice | 6 |
| THAC0 | 15 |
| No. of Attacks | 1 |
| Damage/Attack | 2d8 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | Nil |
| Size | M (7' tall) |
| Morale | Average (8-10) |
| XP Value | 2,000 |