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Al-Qadim, ALQ3 A Dozen and One Adventures, The Djinni's Lover, Homebrew (The Ninth World)

Sha’ir Shafazal CR: 12 (8,400 XP)

Medium humanoid (human), chaotic neutral
Armor Class: 12 (17 with sha'ir mage armor)
Hit Points: 250 plus 125 hp armour shield
Speed: 30 ft

STR

12 +1

DEX

18 +4

CON

15 +2

INT

17 +3

WIS

15 +2

CHA

16 +3

Saving Throws: INT 1d20+9 , WIS 1d20+6
Skills: Arcana 1d20+13 , History 1d20+13
Damage Resistances: damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses: passive Perception 12
Languages: Common, Primordial, Auran, Terran, Ignan, Aquan
Challenge Rating: 12 (8,400 XP)

Equipment. Shafazal has ready access to the following magic items - astrolabe of entrapment, jellaba of scintillating colors, wand of magic missiles (39 charges), wand of polymorphing (21 charges), scroll of protection from genies, two potions of healing ( 2d4+4 , miscellaneous gold jewelry (1-4 necklaces, 2-5 rings, 1-3 bracelets, a pair of earrings, and a pair of anklets, each worth 50-500 gp). These items, where applicable, have been incorporated into her actions.   Legendary Resistance (1/Day). If Shafazal fails a saving throw, she can choose to succeed instead.   Magic Resistance. Shafazal has advantage on saving throws against spells and other magical effects.   Sha'ir. Shafazal is a type of spellcaster called a sha'ir. In addition to her memerosied spells, she can access a new spell via her sand gen familiar Abdul. He takes 1 round +1 round per spell level requested to find the spell. The spells can be from any spell list, but he only has a certain percentage chance of finding the spell:

  • 1st: 85%, 2nd: 75%, 3rd: 65%, 4th: 55%, 5th: 45%, 6th: 35%, 7th: 25%, 8th: 15%, 9th: 5%
Shafazal can cast the spell as a free action the same turn Abdul arrives with the spell - assuming he was successful. In addition, Shafazal can detect invisible, disguised, or polymorphed genies and has a 45% chance of recognizing genie work.

Actions

Multiattack. Shafazal makes three Desert Storm attacks. She may replace one of her attacks with a use of a Wand or Spellcasting. She may always use a healing potion, as Abdul feeds one to her if needed.   Desert Storm. Melee or Ranged Spell Attack: 1d20+9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 ( 3d10+3 ) force damage.   Wand Of Magic Missiles. Shafazal creates three glowing darts of magical force. Each dart hits a creature of her choice that she can see within 120 feet of her. A dart deals 1d4+1 force damage to its target. She can overcharge this attack to spell level 9, creating 12 missiles (link). Roll a 1d20 each time the wand is used; on a natural 1, she runs out of charges. Add -1 to the check for each spell level used above first. This otherwise works like the magic missile spell.   Wand Of Polymorphing. Shafazal targets a creature she can see within 60 feet of her and casts the polymorph spell. Roll a 1d20 each time the wand is used; on a natural 1, she runs out of charges.   Spellcasting. Shafazal is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, 1d20+9 to hit with spell attacks). She can cast disguise self and invisibility at will and has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
  • 1st level (4 slots): charm person, enhance ability (STR)*, sha'ir mage armor* (in addition to the typical effects of this spell, it sets her AC to 17 and provides a 125 hp absorption shield), magic missile
  • 2nd level (3 slots): hold person, mirror image**, misty step
  • 3rd level (3 slots): counterspell, fly, lightning bolt
  • 4th level (3 slots): sha'ir phantasmal killer (as phantasmal killer, except the target dies on a failed saving throw, either way the target takes 3d6 psychic damage), fire shield**, sha'ir stoneskin (in addition to the normal effects of stoneskin spell, it automatically cancels the first 7 attacks against Shafazal)*
  • 5th level (3 slots): cone of cold, dominate person, wall of force**
  • 6th level (1 slot): globe of invulnerability**
  • 7th level (1 slot): teleport
  • 8th level (1 slot): mind blank*
  • 9th level (1 slot): sha'ir weird (as weird but on a failed save the target dies, on a success the target is stunned until the end of the PCs next turn. Either way the target takes 4d10 psychic damage) or time stop
*Shafazal casts these spells on herself before combat.   **Shafazal will cast these spells as part of a time stop spell, time permitting.  
BONUS ACTION
Astrolabe Of Entrapment. This artifact has multiple uses, but for combat, Shafazal will use it to summon djinnis to aid her. An enslaved djinni killed in combat returns to the astrolabe but can not be summoned again. Currently, the astrolabe has one of each djinni trapped inside it, rolling randomly to determine which djinni is summoned. The djinni appears in an unoccupied space within 60 feet of Shafazel, whom he obeys. He takes his turn immediately after Shafazel. The djinni remains for 1 hour until he or the Shafazel dies or until the Shafazel dismisses him as a bonus action.
d100 Type of Genie
01-20 None. The trapped genie was released.
21-35 Djinni
36-55 Dao
56-75 Efreeti
76-90 Marid
91-96 Tasked Genie (Djinni Wind Warden, pg. 109 of Monster Manual Expanded 1)
97-00 Noble Genie (Dao Great Khan, pg. 107 of Monster Manual Expanded 1)
Jellaba Of Scintillating Colors (Recharge 5-6). Shafazal may cause the garment to display a shifting pattern of dazzling hues until the end of her next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see Shafazal have disadvantage on attack rolls against her. In addition, any creature in the bright light that can see her when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Reactions

Desert Shield. When hit by an attack that requires a to-hit roll, as a reaction, Shafazal raises a shield that increases her AC by +5 until the end of her next turn, cancels the effects of cold spells/damage and throws sand into the eyes of the triggering attacker. The target must make a CON saving throw or be blinded for 1 minute. The target can repeat the saving throw to end the Blindness condition at the end of his turn. Alternatively, the target can spend an Action with water to clean his eyes, ending the Blinded condition.   Contingency. When first bloodied, Shafazal snaps her fingers and begins to fly. She may then move up to 60 feet as part of this reaction, not provoking attacks of opportunity. She can also trigger this effect as a normal Action or Bonus Action.   Instinctive Charm. When a visible creature within 30 feet of Shafazal makes an attack roll against her or an ally, she forces the attacker to make a WIS saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the Shafazal or himself. The attacker chooses which one to target if multiple eligible creatures are closest.

Legendary Actions

Shafazal can take 3 legendary actions, choosing from her standard set of actions (except Multitatack), Contingency or Jellaba Of Scintillating Colors (if available). Only one legendary action option can be used at a time and only at the end of another creature’s turn. Shafazal regains spent legendary actions at the start of her turn.

Physical Appearance: Shafazal is a short, overweight lady in her late thirties with a melodious voice and veiled, mysterious eyes. She wears silk slippers, layered veils, at least a dozen pieces of jewellery, and a bright, multicoloured jellaba, which covers her rotund form like a tent. The pleasant jin heralds Shafazal's every movement - clinging of her gold anklets and she smells of exotic, luxuriant perfume.   Background: Shafazal comes from Huzuz, where corpulence in women is fashionable. After years of study, adventuring, and research, she has decided to settle down and build herself a tower of unrivalled beauty to reflect her own beauty and professional prestige.   With the funding of her rich family and her wizardly talents, she hopes to attract an architect-builder tasked genie to her service. Until he arrives, she is interested in enlisting all the help she can charm to serve as labourers and servants (see "The Djinni's Lover" in the adventure booklet). In addition to any followers she might have charmed into her service, the sha'ir is always served by a fanatical sand gen. Abul is pro- portioned exactly like his mistress: nearly a foot tall and almost as wide. He has tan skin, and black, stringy hair, and prefers to wear an indecent loin cloth that shows off the rolls of flab in his belly. Abdul is malicious, rude, and stupid but never wanders far from his mistress.   Role-playing Notes: Shafazal will almost always be encountered in the desert, where she is planning to build her new tower. If encountered in the city, she will be gathering research materials to summon a tasked genie.   Shafazal always wards herself with a sha'ir stoneskin (which can deflect up to 7 attacks) and a sha'ir mage armor spell (which can withstand 125 points of damage). While in the desert, she likes the comfort of a cool strength spell. She has a contingency that invokes a fly spell if she snaps her fingers. At the first sign of trouble, Shafazal activates her magical jellaba. She has previously ordered her allies not to look at her while the jellaba is functioning so they are unaffected by its scintillating colours.   Even with all these precautions, she is not a front-line fighter and will always try to keep enemies at a distance with her charmed allies and wands while Abul searches for spells. In the heat of combat, she will never request anything other than a 1st-5th level wizard spell, as other enchantments take much too long for Abul to return (with no guarantee of success). If things go too badly for her forces, she will invoke her contingency to escape and plan a nasty surprise in the future for her adversaries.

Suggested Environments

Desert (Al-Qadim)


Created by

solomani.

Statblock Type

Monster

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