Half-Genie

Foot-tall elemental genies of wind, fire, sea and sand, half-genies serve genie-caller mages as familiars, scouring the elemental planes for the magic their masters need to cast every spell.

Setting: Al-Qadim · Sources: MC13 Al-Qadim Appendix

Appearance

Half-genies are tiny elemental genies, never over 1 foot tall, who willingly serve the genie-callers, mages of the desert lands who cannot cast without them; the half-genie roams the elemental planes to find and fetch the magic each spell needs.

Wind half-genies are thin, bluish air sprites with white hair, nearly transparent in bright light, dark and fidgety before storms and pale and calm on fine days. Fire half-genies have ebony skin, flame-red hair and restless reddish claws, never sit still and must be watched to stop them setting fires. Water half-genies are green-skinned and blue-haired, graceful anywhere, with seaweed in their wet locks and pearls and shells for ornaments. Sand half-genies are tan, black-haired, round as balls with limbs, heavy-footed, and value gems only as food. Leaving or returning, each fades into its element: sinking into the floor, dimming like embers, vanishing like a breeze, or dissolving into water or mist.

Combat

Wind, fire and water half-genies are weak, dealing just 1d6, but strong sand half-genies hit for 2d6. Wind ones fly and avoid melee. Fire ones conjure flame at will and use it unless forbidden, never burning foes directly but igniting their clothes or surroundings. Water ones swim well and breathe water.

A half-genie saves as if it had double its master's level or HD. Attacks of its own element always suffer -2 to hit and -2 damage per die against it, and it saves at +2 against them.

Habitat and Society

Half-genies are humble errand-runners. If the master dies, the half-genie goes home; if it dies, the genie-caller suffers, though it can be revived. Wind half-genies are aloof moralizers full of unwanted advice. Fire half-genies are malicious busybodies who start fires, snoop and criticize everyone. Water half-genies are whimsical and easily hurt when teasing is rejected. Sand half-genies are blunt, selfish and unsympathetic, and tell their masters exactly what they want.

Ecology

Left alone they seldom form communities, since stronger elemental beings almost always enslave them. Their masters meet their few needs, and they repay this with fanatical loyalty.

More: Monsters starting with H · Al-Qadim monsters · All monsters A-Z

Statistics

AirFireSandWater
Climate/TerrainAnyAnyAnyAny
FrequencyUncommonUncommonUncommonUncommon
OrganizationTribeTribeTribeTribe
Activity CycleDayDayDayDay
DietOmnivoreOmnivoreOmnivoreOmnivore
IntelligenceLow (5-7)Low (5-7)Low (5-7)Low (5-7)
TreasureNilNilNilNil
AlignmentNeutralNeutralNeutralNeutral
No. Appearing1111
Armor Class5555
MovementFl 12 (B)189Sw 12
Hit Dice½ master's level½ master's level½ master's level½ master's level
THAC0Varies (dependent on on Hit Dice)Varies (dependent on Hit Dice)Varies (dependent on Hit Dice)Varies (dependent on Hit Dice)
No. of Attacks1111
Damage/Attack1-61-62-121-6
Special AttacksNilProduce flameNilNil
Special DefensesFlyNilNilBreathe water
Magic ResistanceNilNilNilNil
SizeS (8-12”)S (8-12”)S (8-12”)S (8-12”)
MoraleFanatical (18) for a sha'ir's first genFanatical (18) for a sha'ir's first genFanatical (18) for a sha'ir's first genFanatical (18) for a sha'ir's first gen
XP ValueVaries (dependent on Hit Dice)Varies (dependent on Hit Dice)Varies (dependent on Hit Dice)Varies (dependent on Hit Dice)