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    The Maghribi

    Medium humanoid (human), Neutral Evil

    Armor Class 15 (mystic robes)

    Hit Points 153 (18d8 + 72)

    Speed 30 ft.

    STR 8 (−1) · DEX 14 (+2) · CON 18 (+4) · INT 20 (+5) · WIS 16 (+3) · CHA 18 (+4)

    Saving Throws Int +9, Wis +7, Cha +8

    Skills Arcana +9, Deception +8, History +9, Insight +7, Perception +7

    Gear Ring of Jinn Summoning, Cursed Scimitar, 5 pouches of Alchemical Powder

    Senses passive Perception 17

    Languages Common, Primordial, Abyssal, Celestial

    Challenge 11 (7,200 XP)

    Actions

    Multiattack. The Maghribi makes three attacks using his Cursed Scimitar, Alchemical Powder, or Stunning Curse. He can replace one of these attacks with Spellcasting.

    Cursed Scimitar. Melee Attack: +9 to hit, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage plus 13 (2d8) necrotic damage, and the target is automatically Poisoned until the end of its next turn.

    Alchemical Powder (Earthquake Flare). Ranged Attack: +9 to hit, range 30/60 ft. Hit: 18 (4d8) fire damage, and the target is automatically knocked Prone as the earth fractures beneath them.

    Stunning Curse (Recharge 5–6). Magic Attack: +9 to hit, range 60 ft. Hit: 22 (4d10) psychic damage, and the target is Stunned until the end of its next turn.

    Spellcasting. The Maghribi casts one of the following spells, requiring no material components (Spell save DC 17, +9 to hit with spell attacks):

    At Will: Disguise self (PHB, p. 262), Minor illusion disguise self (PHB, p. 298)

    2/Day each: Invisibility (PHB, p. 289), Suggestion (PHB, p. 321)

    1/Day each: Teleport (PHB, p. 331)

    Bonus Actions

    Summon Lesser Jinn (1/Day). The Maghribi rubs his ring-artifact, summoning a Lesser Jinn (use Air Elemental stat block) in an unoccupied space within 30 feet. The jinn acts on the Maghribi's initiative, immediately obeys his verbal commands, and lasts until it is reduced to 0 hit points or the Maghribi dismisses it.

    Reactions

    Coward's Sacrifice. When the Maghribi is hit by an attack, he can magically swap places with his summoned jinn or a willing creature within 30 feet of him. The swapped creature is struck by the attack instead, taking the damage and effects.

    Tantrum Flare. When a creature succeeds on a saving throw against his Spellcasting or a magical effect he controls, the Maghribi flies into a momentary rage and immediately makes one Alchemical Powder attack against them.

    CR 6

    The Ring Djinn, also known as the Lesser Djinn, the Ifrit of the Ring, or the Slave of the Ring, is a magical spirit. It is a towering being with a terrifying face whose sudden appearance can strike a person mute with fear. Like all djinn, it is wrought from smokeless fire. Though able to change shape, its true form is humanoid, composed of living flame and searing air. When it emerges from the artifact, a trail of smoke takes the place of legs, and its eyes smolder or blaze like live coals.

    By nature the djinn is submissive yet formidable. Deprived of free will, it shows neither malice nor kindness, offering the ring’s owner only a chilly obedience. It nevertheless possesses superior intellect, ancient knowledge, and full understanding of both magic and human speech. The djinn seldom resorts to claws or teeth against mortals; its primary weapons are reality-bending sorcery, invisibility, illusions, and the conjuring of storms and fire. It navigates unfailingly and can pass through any barrier.

    In combat the spirit never acts on its own, obeying the master’s orders to the letter and serving as flawless support. It favors magical intervention: raising an impassable wall of fire, teleporting an enemy into the desert, or whisking the wearer out of harm’s way in an instant. The Ring Djinn cannot cancel the sorcery of a stronger spirit and is vulnerable to holy artifacts. To acquire a ring that houses such a djinn is regarded as the greatest stroke of luck.

    Lore

    The story takes place in one of the cities of China. Aladdin is the only son of a poor tailor. From childhood he is hopelessly lazy: he spends whole days playing in the streets with other boys and flat-out refuses to learn his father’s trade. Worried sick about his son’s future, the tailor falls ill and dies. His widow is left spinning cotton from dawn till dusk just to keep herself and Aladdin alive.

    When Aladdin turns fifteen, a mysterious stranger approaches him in the street—a Maghribi, an evil magician from North Africa. Pretending to be the long-lost brother of the late tailor, the sorcerer showers Aladdin and his mother with money and gifts and quickly wins their trust. Through his mastery of dark magic and sand divination, the magician has learned about a wondrous lamp hidden deep underground. The same signs have told him that only one person on earth—Aladdin—can retrieve it.

    From The Fairy Tale Compendium · Fern Flower Press