Djinnling

As a sha'ir, your gen will be your link to the wonders of geniekind. Wise sha'irs will treat their gens well, and placate them with praise and treasure. A gen is much like its grander cousins in its tastes and appetites, and tend to reflect the personalities of both its genie masters and its sha'ir. Alignment does not limit your interaction with a gen, but you will have a greater affinity to one which shares a similar alignment.

Gens act independently from you. In combat, it rolls its own initiative and acts on its own turn. It cannot attack unless you forgo one of your own attacks to direct it to do so using its reaction, but it can take other actions as normal.

While your gen is on the same plane as you, you can communicate with it telepathically. You cannot dismiss your gen forever without making proper restitution to the geniekind it serves. Such restitution most often comprises a bit of flattery, a lot of treasure, and a relevant quest. Gens otherwise behave as standard familiars described in the *find familiar* spell.

## **Born of Air**

Air gens, called djinnlings, are small wispy humanoid air spirits with bluish skin and sparkling eyes. Djinnlings range in height from 8 to 12 inches. Their hair is usually black, white, or any manner of blue. Like their djinn masters, they dress in shimmering silks and gossamer veils. They tend to be aloof and moralistic, even more proud than the djinn themselves. Djinnlings can sometimes have a great sense of mischief, and are fond of playing pranks on sha'ir that mistreat them.

**Flattering Servants.** Djinnlings feel most at home in the open air, over the vast desert sky or soaring through the clouds. They are easily appeased with glittering gems, sumptuous fabrics, or exquisite sweets. Djinnlings tend to interpret tasks with the betterment of all parties in mind: its sha'ir, itself, and anyone else that might be affected by the task.

In combat, the djinnling will cast *blur* on itself if it is able to, unless otherwise directed by its sha'ir. If directed to attack, it will try to use its blinding breath on as many hostile targets as it can while still staying relatively close to its sha'ir. If its blinding breath is on recharge, it will use its wind strike on whichever target the sha'ir directs it to attack. If it is given no target to attack, it will do its best to defend itself.

**Elemental Nature.** A djinnling doesn't require food, drink, or sleep, but it enjoys them.

## **Statistics**

Tiny elemental, chaotic good

* Armor Class: 11
* Hit Points are equal to half of its sha'ir's
* Speed: 30 ft., fly 40 ft.

Ability Scores

* Strength 8 (-1)
* Dexterity 12 (+1)
* Constitution 12 (+1)
* Intelligence 11 (+0)
* Wisdom 10 (+0)
* Charisma 12 (+1)

Skills: Perception +2

Damage Immunities: lightning, thunder

Senses: darkvision 60 ft., passive Perception 12

Languages: Auran, Common

Challenge: 1/2 (100 XP)

**Death Burst.** When the djinnling dies, it leaves behind a cloud of wispy air that fills a 15-foot-diameter sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts 1 minute.

**Bound by Fate.** When the djinnling is within 10 feet of its sha'ir, the sha'ir has advantage on saving throws against lightning damage.

**Innate Spellcasting (1/Day).** The djinnling can innately cast *blur*, requiring no material components. Its innate spellcasting ability is Charisma.

## **Actions**

**Wind Strike.** *Melee Weapon Attack:* +3 to hit, reach 5ft., one creature. *Hit:* 3 (1d4 + 1) bludgeoning damage plus 2 (1d4) thunder damage.

**Blinding Breath (Recharge 6).** The djinnling exhales a 15-cone of whipping winds. Each creature in that area must succeed on a DC 11 Dexterity saving throw or be blinded until the end of the djinnling's next turn.