Skip to content

Royal Djinn

Adversaries Designed by Cixtian • Art by Cixtian Rush

Adversary overview

As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
10
Stress
6
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
16
Major Damage — Mark 2 HP Major
Mark 2 HP
22
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Wind-Woven Strike
Range: Melee
Damage: 2d10+4
Attack Mod: +6
Damage Type: Magical

Features

Passives

  • Relentless (X)

    This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.

  • Flying

    This adversary is airborn and immune to standard melee attacks from grounded targets.

  • Misdirection

    Spend 1 hope and the Djinn begins to throw elaborate illusions around, granting itself, or 1 ally +2 to evasion or difficulty.

Actions

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Aero-Cipher
    stress 1

    When the Djinn is hit, it's caster can elect to mark 1 stress per hit point it takes to ignore that damage. This can't reduce damage in partial form, and all damage must be mitigated.

Evolutions

Motives & tactics

Stay airborne misdirect attackers outmaneuver foes manipulate odds exhaust through trickery.

Experiences

  • Aerial Maneuvering +3
  • Trickery and Misdirection +2

Royal Djinn

Tier 3 solo

As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.

Motives & Tactics: Stay airborne, misdirect attackers, outmaneuver foes, manipulate odds, exhaust through trickery.

Difficulty: 18 | Thresholds: 16/22 | HP: 10 | Stress: 6

ATK: +6 | Wind-Woven Strike: Melee | 2d10+4 Magical

Experience: Aerial Maneuvering +3, Trickery and Misdirection +2

HP:

STRESS:

Features

Relentless (X) - Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
Flying - Passive: This adversary is airborn and immune to standard melee attacks from grounded targets.
Misdirection - Passive: Spend 1 hope and the Djinn begins to throw elaborate illusions around, granting itself, or 1 ally +2 to evasion or difficulty.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Aero-Cipher - Reaction: When the Djinn is hit, it's caster can elect to mark 1 stress per hit point it takes to ignore that damage. This can't reduce damage in partial form, and all damage must be mitigated.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.