It’s pretty straightforward to use genies as the spirits of a place — they have a variety of magical powers, they have strong elemental affinities, and they have enough strange powers that it seems reasonable.
Many terrains work for the elemental genies we have now (see below), but a few don’t. They’ve got an asterisk. And a full workup.
- Arctic: Cold Djinn (cold immunities instead of lightning, thunder)
- Coastal: Marid, land-based genies
- Desert: Efreet, Djinni
- Forest: Forest Genie*
- Grassland: Djinn, Urbane Genie
- Hill: Dao
- Mountain: Dao, Djinn, Efreet
- Swamp: Swamp Genie*
- Underdark: Dao
- Underwater: Marid
- Urban: Urbane Genie*
Secretive and meddling genies from the Feywild, the race’s true name is xana. In their natural form they are green of skin, tall of stature, and striking appearance. They prize objects which celebrate their deeds and weave them into their eclectic dress. When a xana flies, its lower body transforms into a column of flower petals.
Masters of Root and Branch. Xana rule twisted woods and fens from a bower of living trees, and claiming the surrounding area as their “garden”. Even the xana’s buildings are made from living wood and reflect their master’s mood. They have an eccentric sense of aesthetics towards their gardens and any visitors to them.
Meddlesome Loners. A visitor to a xana’s garden might be asked to play the part of a topiary or a songbird — captive but beloved — as easily as a flowing river or a migratory bird — a temporary guest. Trespassers in a xana’s garden can expect to be interrogated by the xana and to be punished with curses, transformations, kidnapping or a geas. Exceptional visitors can expect the granting of a boon, however.
Fickle Neighbors. A settlement with a neighboring xana will accrue strange taboos and rituals; avoiding the woods except to celebrate the birthday of a particular tree, giving gifts of cheese and clothing to migrating birds, or dressing children in particular colors and cuts of garments. They hope to placate the xana and draw its good fortune.
Large fey, neutral
Armor Class 15 (natural armor)
Hit Points 163 (13d10 + 91)
Speed 40 ft., fly 30 ft.
Saving Throws Int +7, Wis +6, Cha +7
Damage Resistances cold, fire; bludgeoning, piercing
Senses darkvision 120 ft., passive Perception 12
Challenge 11 (7,200 XP)
Fey Ancestry. The xana has advantage on saving throws against being charmed. Magic cannot put the xana to sleep.
Fey Demise. If the xana dies, its body disintegrates in a shower of delicate flower petals, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting. The xana’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, goodberry, speak with plants
3/day: bestow curse, blight, plant growth, tongues
1/day each: conjure elemental (shambling mound only), gaseous form, geas, invisibility, plane shift, polymorph
Natural Step. The xana and each creature it chooses within 30 feet has a +10 bonus to Dexterity (Stealth) checks, ignores difficult and hazardous terrain due to plants or stones, and cannot be tracked except by magical means. Such creatures leave behind no tracks or other traces of passage.
Multiattack. The xana makes 2 claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage and 7 (2d6) poison damage at the start of each of is turns. Until this grapple ends, the xana can’t use this claw (the xana has two claws).
Animate Plants. Up to four plants the xana can see within 60 feet of it magically sprout thorns and animate under the xana’s control. Each animated plant is an object with the xana’s statistics, no movement or actions, and 20 hit points. When the xana uses multiattack on its turn, it can use each animated plant to make one additional claw attack. An animated plant can grapple one creature of its own but can’t make attacks while grappling. An individual animated plant remains animate so long as it has hit points and the xana maintains concentration (as if concentrating on a spell).
The cosmopolitan and people-loving Houri genies appear wherever settlements enable a large enough leisure class. They go by many names; zeitgeist, lares compital, tutelary deity, and of course houri. They live in their cities traveling among the people, and their personalities fluctuate with those of their populace. They dress like a rockstar and when they fly, their lower bodies leave glitter in their wake. A houri isn’t happy unless it is the center of attention.
Vox Populi. The halls of a Houri are richly appointed and sumptuous. They expand trade and industrial networks across planes to seek out new marvels. Houri calculate their every move to enhance their status and their city’s status. They regard the individual citizens somewhat as a queen regards her worker bees; individually as extensions of their own will, but at the same time utterly dependent on their collective mood.
Egotistical Schemers. The power base of a houri quickly works itself into politics as a power player, but will rarely defeat all of its rivals: to whom would the houri brag of its accomplishments? To this end, a secure houri begins to foment rebellion against itself — and then count-rebellion, and counter-counter rebellion. Anyone who can pierce the veil to the center and discover the houri can at least earn its attention.
Fickle Aesthetes. The tastes of a houri are for novelty and quality, and regard mortals who are sources of these things positively. However, their streak of self-love and need for adoration can cause them to turn on an ally in an instant, making them extremely unreliable.
Large fey, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 30 ft., fly 60 ft.
Saving Throws Int +6, Wis +6, Cha +9
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 12
Languages Common, telepathy 120 ft.
Challenge 11 (7,200 XP)
Urban Demise. If the houri dies, its body disintegrates into street noise and litter, leaving behind only equipment the houri was wearing or carrying.
Innate Spellcasting. The houri’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, detect thoughts
3/day: fabricate, mirror image, tongues
1/day each: charm monster, gaseous form, invisibility, major image, plane shift
Multiattack. The houri makes 3 scimitar attacks. It can substitute blinding gaze of binding voice each for one attack.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Blinding Gaze. The houri targets one creature it can see within 30 feet of it. If the target can see the houri, the target must succeed on a DC 17 Constitution saving throw against this magic or go blind until the end of its next short rest. A target who has not yet failed the saving throw by 5 or more may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Blinding Gaze of all houri for 1 hour.
Binding Voice. The houri targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or follow the Houri’s command on its next turn, as the spell.