Herdsman Genie [Tasked]

Wiry, sun-weathered genies who run all day beside their flocks and drink their blood and milk, herdsman genies will defy any master who orders their animals into danger.

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

Appearance

Short, wiry and quick-handed, herdsman genies have heavy brows and dark, sun-creased skin. Jet-black curls bleach reddish-brown in those who go bareheaded. They smell of their animals and of the sour milk products they eat. Tireless and sociable, they can keep pace with a herd all day and live off it, sipping blood from small punctures or drinking its milk.

Combat

They fight only to protect themselves or their herds, armed with spears (40%), short swords (30%) or short composite bows (30%), and some tribes rope captives with lassoes. Once daily each they can use flame brand, dust devil, remove fear and phantom steed. Superb riders, they shoot from a galloping horse at no penalty. They keep foes away from the herd and the slower members of the group, and in desperation stampede the herd at attackers; if the herd fails a group save vs. spell, it charges as directed.

Habitat and Society

Usually solitary, they band together when herds grow large. The herd's welfare comes first, and they will disobey a master who orders them into dangerous or barren land. They drain blood carefully so as not to weaken an animal, drinking it at once, and turn milk into cheese, curds, yogurt and fermented drinks.

They adore races of every sort: footraces, sometimes chased by a stampede of goats, camels or bulls; horse and camel races; and rowdy all-day mounted games with complex scoring. Males love betting and haggling; young females run footraces but prefer trick riding, shearing, roping and branding. Groups can secretly drive their herds a whole night across the plains without harm once a week, which a lone herdsman cannot do. Some have embraced local faiths with a convert's zeal and pressure others, by force if need be, to join.

Ecology

They crowd out rival herders and predators, move on before land is overgrazed and ignore the borders of sultanates, sheikdoms and farmers' fences, which leads to conflict unless their master tells them to behave.

More: Monsters starting with H · Al-Qadim monsters · All monsters A-Z
Related: Administrator Genie [Tasked] · Architect/Builder Genie [Tasked] · Artist Genie [Tasked] · Deceiver Genie [Tasked] · Genie · Guardian Genie [Tasked] · Harim Servant Genie [Tasked] · Messenger Genie [Tasked] · Miner Genie [Tasked] · Noble Dao [Genie] · Noble Djinni [Genie] · Noble Efreeti [Genie]

Statistics

Climate/TerrainPlains
FrequencyRare
OrganizationFamily
Activity CycleDay
DietCarnivore
IntelligenceVery (11-12)
TreasureD for group, P otherwise
AlignmentNeutral
No. Appearing1-100
Armor Class6
Movement21
Hit Dice3
THAC018
No. of Attacks2
Damage/AttackBy weapon type
Special AttacksSee below
Special DefensesSee below
Magic ResistanceNil
SizeM (6' tall)
MoraleSteady (11-12)
XP Value175