Hey guys! Click right here to check out Into The AM and get some dope shirts: intotheam.com/DUNGEON You can find my second RUclips channel right here: www.youtube.com/@dungeondad2 And a special thanks to Pointy Hat for making a little cameo this week. You can check out his channel here: www.youtube.com/@pointyhatstudios Also here is the video about the Khayal, AKA, Shadow Genies: ruclips.net/video/tr2917ppALQ/видео.html&t= Thanks for watching gang, see you next week!
If exist Shadow Fell genie's, exist Fei Wild genie's? A idea to add's to the Qorrashi wishes..granted wishes tend to be fulfilled in such a way that the emotion that drives them cools down.. Other question..diference between Fei Wild & Arborea
I'd love to see you do a video updating the Leannan Sidhe! A succubus-like fairies that preys on bards! It was in one of the "creature catologue" articles in dragon magazine for 1st ed. I'd love to see how she'd beef up in 5th ed
The name is so funny to me as an arab. The other genies are named after different types of Jin, which made sense. But this one is literally just an arabic surname. Qorrashi/Qurashi is a last name given to people belonging to the Quraysh clans around Mecca
@@Gaawachan I guess you can pick any Jinn type if you want to stay on theme. Qareen, Nasnas, Jann etc. None matches an ice genie but then again none of the other jinn names match with their d&d type either
@@The_Custos Djinnu Mamlakata Al Jaleed. Mamalaka means kingdom, tho. If you want something more like ‘land’ and want to say snow instead of ice then it’s “Djinnu Aradi AlThalj”
@@abouttime837 Jann was used for the "mundane" genies in past editions of D&D, which sadly didn't make it to 5e. But, those are some really cool names, thank you!
What did I do to deserve a collab between two of my favorite D&D Tubers? It's as if the Plane of Chocolate and the Plane of Peanut Butter collided to form a paraelemental Plane of Reese's Cups.
Literally only halfway through the video, I thought "it would be so cool to not only have these additional genies, but expand on the genie warlock patron for them too." So pleased that you already did that.
Well you're not wrong, this is the only show on the internet that has ever said there aren't enough genie varieties in D&D Edit: Though you are most certainly correct on this most niche of topics
Ah, I love these genies! Mainly because they are Cold based and I have a love for all things cold and snowy~ Perfect for my ice adventure which already had them appear. At least you didn't torture yourself with bundling up completely like during the Xixecal video! xD
Never forget the para-elemental plane of salt. I'm not joking this was a place in Planescape in AD&D, it was absolutely deadly as the plane would literally dessicate you and any liquid you had, not to mention getting sliced up by giant salt crystals. Don't know if it has any Salt Genies though, salt elementals are a thing though.
that was a quasielemental plane, not a paraelemental plane. quasielemental planes were where the elemental planes touched either the positive or negative energy planes, which back then were part of the inner plane system.
@@benthomason3307 Quasielemental thank you! From what I remember all the qausielemental planes were just flavors of horrible that no-one in their right mind would ever want to go to.
I quite like the idea of the Qorrashi defying the tempestuous nature of its closest cousins. Stoic like the Frost giants they helped make, with an eye toward the distant future. Bargains, mediations, and wishes granted with a carefully crafted air of neutrality, but always leading to the Qorrashi's benefit eventually. I'd also argue that the ice-walk thing is better than flight, since it could be used as a sweet set up for thematically awesome fights if they just ignored gravity while using it. "You knocked her prone on the wall, she gets up and knocks you prone into the chasm 900ft below."
COOL monster, here is my idea for this creature, an interesting plothook could be the conflict between an Qorrashi and an eefriti. Seeing as their nature seem to be complete opposites, imagining an local, even grant conflict between the two is not that hard, maybe even a war. but if you go with a war, it's war that leads basically to a stalemate, as i would see that they couldn't invade each other, due to the nature of the planes weakening them, with the plane of fire melting the quarrshi ice spells, and the ice plane being so cold, that all fire gets snuffed out. That is were the players come in, as they could be hired by one of the sides to sabotage the other side, to give one of the sides an advantage. Or maybe as lawful neutral creatures, the Quarashi don't want conflict with the eefriti, but the eefriti won't stop their attack, so the qorrashi asks the players to help negotiate peace.
In PF2, there's a sidebar noting the common a way different genie types will grant wishes; djinn will prioritize appearance over quality(wish of a gold something, you'll get gold plated stuff), ifrits will grant the wish in the most painful way(wish to be rich, you'll get a ton of gems falling on you), marids will grant the wish in the most fun way and wish granted by shaitans will be temporarily granted(wish to be friend with a dragon. The next day the dragon will have flown away or be dead). There's also a fifth type of genie, the janni who embody all four elements, but cannot grant wishes.
It would be super cool to see more stuff from the lesser-seen elemental planes, like the quasi-elemental ones (where one of the main four meets the plane of positive energy or negative energy). Things like the Positive Energy Plane where the main danger comes from essentially being ambiently 'healed' more than your body can handle and eventually exploding with out-of-control tumors. Just think of the bizarre mechanics that a monster themed around that could incorporate, maybe something like piling more and more stacking temporary hitpoints onto the players with compounding levels of exhaustion as it gets too high, who knows.
This genie is really useful for me because my main setting is a northern kingdom. I figured I wasn't going to able to use any thing like genie do to it being a very snowy place. Now, in between all the aberrants and undead and trolls, I have something a bit more calmer to use for my party. Honestly, a Qorrashi ally sounds like exactly what they will need at some point... if the rogue doesn't try and steal from them.
I just love the idea of the ice genies in the middle of an icy storm heavily obscuring anything out to five or ten feet, and just acting as assassins that lay their icy hands on you before darting away and leaving the party to freeze to death. This goes on frequently until the party finds away to defend themselves against the weather conditions or just cover themselves entirely to insulate from any bodily contact that the Qorrashi might make
I legit was just looking for some sort of frostfell genie last month when planning some stuff for my campaign! Thanks for the video, might find a way to incorporate this still
Gotta love having more genies in D&D. And since your sponsor is into the AM, I gotta let everyone know I've been wearing their stuff for a while and I like it, BUT if you like wearing your hats on the tighter side, be weary of theirs bc I had the one plastic half of the snapping part separate from the fabric. I got a new one from them and haven't had the issue since, but it is something to keep in mind
Oh damn, I discovered your channel liek 2 weeks ago and thought you and Antonio would be a perfect colab fit but I did not expect to actually see it happen already * ___ *
I would just call me cooking, I was making pasta, I was making a sauce, and everything was well here hearing our Papa speaking to us about these cool (heh) DND monster then... I just had to scream in absolute surprise and joy when I just heard Pointy Hat's voice I never expected him in here and it was great.
You can see a variety of Genie types in Magi, more the manga than the anime, and there are a few ice genies, there's also a few lightning genies, and a whole host of other types of genies. The series also shows what Genie Warlocks could be like, if they got a few extra features and a type of pact that has yet to be translated into D&D-style games.
Hey Dungeon Dad. I love your work and wish that my DM would use some of your work. Would you consider making a video about Amber Dragon from second edition?
always love to see more of the Paraelemental planes. The elemental planes have always been a point of fascination for me. One day I want to run a High level party through an all out war on the elemental planes that's been leaking into the material, and they need to broker peace between Genies, Elementals, and other natives of the planes.
Here's a Fungal Genie I once found. Have Fun: Size/Type: Large Plant (Outsider, Air, Extraplanar) Hit Dice: 10d8+14 (58 hp) Initiative: +8 Speed: 50 ft. (4 squares), Fly 90 ft. (perfect) Armor Class: 17 (-1 size, +4 Dex, +3 natural, +1 speed), touch 14, flat-footed 13 Base Attack/Grapple: +10/+23 Attack: Slam +22 melee (1d8+16), Puffball +20 ranged (1+6 plus spores) Full Attack: 4 slams +22/+17/+12/+7 melee (1d8+16) Space/Reach: 10 ft./10 ft. Special Attacks: Air mastery, spell-like abilities, whirlwind, spores Special Qualities: Darkvision 120 ft., low-light vision, immunities, plane shift, telepathy 100 ft., change shape (Small fungus; tree shape) Saves: Fort +13, Ref +15, Will +12 Abilities: Str 33, Dex 19, Con 14, Int 14, Wis 15, Cha 15 Skills: Appraise +12, Concentration +12, Craft (chemical) +12, Diplomacy +4, Escape Artist +14, Hide +8, Jump +19, Knowledge (radiation) +12, Listen +12, Move Silently +18, Sense Motive +12, Survival +6, Spellcraft +12, Spot +12, Rope Use+4 (+6 with bindings) Feats: Blind-Fight (B), Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B) Environment: Any land and air Organization: Solitary Challenge Rating: 10 Treasure: Standard Alignment: Always chaotic good Advancement: 10 HD (Large); 11-21 (Huge) Level Adjustment: +6 Sakinoi is a noble (fungus) djinni and can grant three wishes to any being (nongenies only) who captures her in a Nuka Cola Quantum bottle. Sakinoi can perform no other services and, upon granting the third wish, is free of her servitude. Sakinoi is about 10-1/2 feet tall and weighs about (that's for her to know, and for you not to). Sakinoi speak Auran, Celestial, Common, Druidic, Sylvan; plantspeech (fungi), and Ignan. COMBAT Sakinoi disdains physical combat, preferring to use her magical powers and aerial abilities against foes. If Sakinoi feels over-matched in combat, she usually takes flight and becomes a whirlwind to harass those who follow. Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against Sakinoi. Immunities: Acid, electricity, sonic, plant traits Spell-Like Abilities: Constant-pass without trace; At will-invisibility (self only); 1/day- create food and water, create wine (as Create Water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, Sakinoi can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based. Puffball (Ex): Sakinoi can spit a puffball as a standard action. If it hits, this attack deals 1+6 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with Sakinoi's spores. The puffball has a range increment of 50 feet. Spores (Ex): Sakinoi is riddled with molds and spores. Anytime a Sakinoi takes damage, a cloud of spores bursts from her body, forcing all adjacent creatures to make a DC 14 Fortitude save or have their vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one's eyes with water ends this effect. The save DC is Constitution-based. Whirlwind (Su): Sakinoi can transform herself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, she can move through the air or along a surface at her Fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. Sakinoi controls the exact height, but she must be at least 10 feet. Sakinoi’s movement while in whirlwind form does not provoke attacks of opportunity, even if Sakinoi enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if Sakinoi moves into or through the creature’s space. Creatures one or more size categories smaller than Sakinoi might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 32 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 32 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a Fly speed is allowed a DC 32 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment. Creatures trapped in the whirlwind cannot move except to go where Sakinoi carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. Sakinoi can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume. Sakinoi can eject any carried creatures whenever she wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, she creates a swirling cloud of debris. This cloud is centered on Sakinoi and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. When Sakinoi is in whirlwind form cannot make melee attacks and does not threaten the area around her. But, those inside her whirlwind are effected by her spores. Plant Traits: Sakinoi possesses the following traits (unless otherwise noted in her entry). Low-light vision. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning. Proficient with its natural weapons only. Not proficient with armor. Plants breathe and eat, but do not sleep. Skills: Racial Modifiers +4 Hide, Move Silently and Survival in swamps and underground, and +8 speed bonus to Jump checks, even while rushed or distracted. Jumping distance is triple her height.
I know it's a silly nitpick, but it always bothers me that D&D always lumps together fungi with plants. Fungi aren't plants! They're a completely different kingdom of life, as different from plants as plants are from animals! Heck, fungi are more closely related to animals than they are to plants. Again, silly nitpick, I know.
@@mr.incorporeal7642 It's the same thing with vermin. They used to be separate, same as all the outsiders. Now everything is a beast, fiend, or celestial.
@@KevinVideo From what I'm seeing after a bit of googling, "vermin" was basically just D&D's name for non-magical arthropod creatures. If you consider 5e's "beast" category to mostly mean "natural/semi-natural animals", then tossing arthropods in there does make sense. Especially since it seems odd to categorize arthropods as their own separate thing while all other invertebrate and vertebrate animals are categorized as beasts. The difference is that, while arthropods, mollusks, echinoderms, annelids, chordates, etc. etc. are all animals, plants and fungi are entirely different kingdoms of life. It makes as much sense as slapping the "beast" label on a mushroom. Granted, I understand the D&D creature types are more about how a creature interacts with players and the world rather than scientific classification, which is why I acknowledge that it's a silly nitpick on my part.
This was a great video sir, also this makes me wish they made a swamp Genie. Also I've had the thought of working these things in with the Xixecal, like having the players work with the Qorrashi to take down the Xixecal, or something along those lines.
I just found this channel and I'm really loving your content! A suggestion for another obscure monster to cover: Visage! It has a few cool abilities, and some really interesting lore in relation to Orcus/Tenebrous. I used them as one of the main tools employed by the antagonist in a campaign of mine, and it made for some pretty interesting encounters and manipulation!
Only one other person has requested this monster, so definitely obscure, but it most assuredly is on the discord's suggestion list. Added another tick beside it.
2:53 I remember looking into if anyone had a stat block for the Golden Goose, and was dumbfounded they gave it the Lawful Good alignment. Even if it needs to be a Celestial, that makes no sense.
This week I just discovered your channel and the Pointy Hat! Your content is fascinating! I have but a humble sugestion: while there are many, many, MANY different monsters in the various RPG books, sometimes we need a little "custom" baddie. Can you make a video basically explaining how to marry the flavor and story telling with the mechanical number games in creating a stat block?
This was excellent! Please say you're going to cover each of the paraelemental genies. My group is in the early stages of an elemental campaign based campaign that has the potential to go all over inner planes and some of the lesser traveled outer planes. I honestly have no clue which way they'll end up going and in sore need of resources.
On the Warlock patron, Ray of frost is a cantrip, not a level 1 spell, I guess a good option would be to always have armor of agathys prepared, or the ability to cast onde per day for free like binding ice.
I found it because I was doing research on the forgotten realms wiki for a adventure coming up that will take place around the same time as storm kings thunder. I was thinking about adding a The Thing type creature until I read all the info.
The Southlands setting from Kobold Press has the really fantastically designed Jinnborn. They're varied, well-balanced, and have tons of options in both combat and role play.
All I can think of for the genasi is a bard in the party making ice jokes 24/7, like "Ice, ice baby" or "baby you're as cold as ice" and the genasi is just like, "If you don't stfu rn I'm gonna make a blade outta ice and stab you" and the bard pulls an Olaf and goes, "Oh look, I'm impaled"
12:25 IMPRACTICAL JOKERS!!!!!! Man, it's been a while since I've watched them, but at the same time, not because I only stopped keeping up with them when lockdowns started and they had an entire season over zoom mostly just talking.
With the existence of Qorrashi, that implies the existence of Genies for the other Para-Elemental Planes. Which to me sounds like a good excuse for Ash Genies, Magma Genies, and Ooze Genies! As well as Genie Pacts and Genasi for them as well! Honestly want to know what Ooze Genies would be like or even Ash Genies. As well, we still need that Faewild Genie due to the Khayal's existence as well. So many possibilities honestly. I really want someone to make these unused Genies
Sold! A bargain well made. ❄ Wanted genies and a pocket plane to be in my next campaign as a mid game area, a departure from the 🗺. Guess it is going to be cold out. ❄
I was wondering where that "Mr. Gassel" line came from I've heard it way too many times, and it's weird I never came across it when I love twilight zone
ih this comes just in time as i flesh out my settign because the planes of it are the fire, earth, ice, water, air and lightning planes. all i need now is a lightning based genie
So if they can walk on any surface regardless of gravity as long as it's icy, then they must have crazy MC Escher and almost non-Euclidian architecture in the plane of Ice; all walls are floors and ceilings are too
When I saw the title for this my immediate thought went to Basrar from Fantasy High but they say that he's an Ice Djinn which I think is the same thing, totally correct if I'm wrong and they are not used interchangeably!
An Idea for a plotline: The party is tasked by a wealthy noble to explore the ancient ruins of a long forgotten desert temple for the Old Shaw's greatest treasure, a magical kettle that is said to dispense a unlimited amount of fresh cold water which can help the current drought the kingdom is experiencing. Of course the twist is that the Kettle is the Imprisoning vessel for a Ancient Qorrashi who was tricked and now wants nothing more to do with Humans, the question is which is better, freeing a enslaved being or saving the kingdom? (Maybe have it if they force the Qorrashi into service that they become a BBEG that now wishes to Freeze the world to kill all Humans for what they have done to him.)
Actually you totally should make your own Genies focussed TTRPG. Maybe the players play as peole who rubbed a lamp and got a wish but, as genies do, the wish was twisted and now regularly interfeers with the quest to find the genies responsible and force them to fix it, rebottle the evil genie who was freed after granting everyone's wishes, complain to the legendary Blue Djinn king of all genies... many possibilities. And the game could just be called Rub The Lamp.
The names for the parelemental planes (Frostfell, Fountains of Creation, etc*), all go back at least as far as 2e’s “The Inner Planes”, so it seems a bit questionable saying that the names have been updated for 5e’s cosmology.
You know, there is something else with these that potentially could come into play in some versions. The Qorrashi might, also, be related to the Yuki-Onna in D&D
Dumb idea: Alter the Genies movement capabilities. Undine would have a fast swim speed rather than flight, Shaitan- or Dao, in this case- would have a *burrow* speed, and Djinn would be the fliers. Ifreeti would be the weird ones, as they'd gain a faster movement speed over the others (we'll say 60ft. instead of 30). That way, the ability of the Qorrashi to walk on icy surfaces unimpeded would be a massive boon, rather than just giving them flight. A similar situation could be done in favour of the Khayal, giving them the ability to transport themselves through any dark surface.
Ooh, exhaustion mechanics. I remember someone telling me One Dnd was changing the exhaustion mechanics because 5e exhaustion was " Instant Death." Dude, there's nothing instant about having to fail 6 separate saving throws to get to that point.
Hey guys!
Click right here to check out Into The AM and get some dope shirts: intotheam.com/DUNGEON
You can find my second RUclips channel right here: www.youtube.com/@dungeondad2
And a special thanks to Pointy Hat for making a little cameo this week. You can check out his channel here: www.youtube.com/@pointyhatstudios
Also here is the video about the Khayal, AKA, Shadow Genies: ruclips.net/video/tr2917ppALQ/видео.html&t=
Thanks for watching gang, see you next week!
Hey, that’s me
If exist Shadow Fell genie's, exist Fei Wild genie's?
A idea to add's to the Qorrashi wishes..granted wishes tend to be fulfilled in such a way that the emotion that drives them cools down..
Other question..diference between Fei Wild & Arborea
You look tired, getting enough sleep?-?
There is goose meat to be gained
I'd love to see you do a video updating the Leannan Sidhe!
A succubus-like fairies that preys on bards!
It was in one of the "creature catologue" articles in dragon magazine for 1st ed. I'd love to see how she'd beef up in 5th ed
The name is so funny to me as an arab. The other genies are named after different types of Jin, which made sense. But this one is literally just an arabic surname. Qorrashi/Qurashi is a last name given to people belonging to the Quraysh clans around Mecca
Can you think of a more appropriate name, out of curiosity?
@@Gaawachan I guess you can pick any Jinn type if you want to stay on theme. Qareen, Nasnas, Jann etc. None matches an ice genie but then again none of the other jinn names match with their d&d type either
What would "Djinn of the ice realm" be?
@@The_Custos Djinnu Mamlakata Al Jaleed. Mamalaka means kingdom, tho. If you want something more like ‘land’ and want to say snow instead of ice then it’s “Djinnu Aradi AlThalj”
@@abouttime837 Jann was used for the "mundane" genies in past editions of D&D, which sadly didn't make it to 5e. But, those are some really cool names, thank you!
Dungeon Dad: You've never used a genie wish to turn them into Adolf Hitler.
DMs everywhere: WRITE THAT DOWN! WRITE THAT DOWN!
Wishing to become a ruler is all fun and games until you're bodyswapped with an unloved ruler on the verge of rebellion.
Hello! I'll be your guide for this ride across the frostfell, please keep your arms and legs inside the vehicle at all times 👨✈
What did I do to deserve a collab between two of my favorite D&D Tubers? It's as if the Plane of Chocolate and the Plane of Peanut Butter collided to form a paraelemental Plane of Reese's Cups.
I was not expecting the Pointy Hat cameo, but I was sure happy to hear it!
Same. Pointy Hat rocks!
Noo my spoilerrrrr
Same honestly. Pointy Hat is great
Same here, as a Pointy Hat enthusiast, he and Dungeon Dad have really good DnD content!
Aw c'mon DunDjinns and Dragons was right there, and you went with Dungeons and Genies. :P
This is why I need to hire a staff writer
And you dared to call yourself "@DungeonDad " while unable to produce such an exquisitely painful pun by yourself? Shame on you sir.
Literally only halfway through the video, I thought "it would be so cool to not only have these additional genies, but expand on the genie warlock patron for them too." So pleased that you already did that.
Party: "why are you an ice genie?"
Genie: "Because the cosmos gave me the cold shoulder."
From nowhere: bu-dum-tss
Can't fly inside an ice storm. That's likely why there's an ice-walking ability.
That makes total sense!
That hacking sequence was a banger, well done!
Call me hackerman
I share your love of Genies man
They're sooo cool
Especially the ice Genies. Listening to this video gave me chills
A+
Well you're not wrong, this is the only show on the internet that has ever said there aren't enough genie varieties in D&D
Edit: Though you are most certainly correct on this most niche of topics
Wha- How...So quick! I'm so glad I caught it! I guess my wish was answered!
Ah, I love these genies! Mainly because they are Cold based and I have a love for all things cold and snowy~ Perfect for my ice adventure which already had them appear.
At least you didn't torture yourself with bundling up completely like during the Xixecal video! xD
I thought about it, but I learned from my mistakes 😂
Never forget the para-elemental plane of salt. I'm not joking this was a place in Planescape in AD&D, it was absolutely deadly as the plane would literally dessicate you and any liquid you had, not to mention getting sliced up by giant salt crystals.
Don't know if it has any Salt Genies though, salt elementals are a thing though.
I really want to make salt genies who are just in a salty mood 24/7 now. Chaotic Annoyed.
No, no salt genies unfortunately. Salt mephits are also a thing.
that was a quasielemental plane, not a paraelemental plane. quasielemental planes were where the elemental planes touched either the positive or negative energy planes, which back then were part of the inner plane system.
@@benthomason3307 Quasielemental thank you! From what I remember all the qausielemental planes were just flavors of horrible that no-one in their right mind would ever want to go to.
@@Lazysupermutant check out the 1d4chan article on them to refresh your memory
I quite like the idea of the Qorrashi defying the tempestuous nature of its closest cousins. Stoic like the Frost giants they helped make, with an eye toward the distant future. Bargains, mediations, and wishes granted with a carefully crafted air of neutrality, but always leading to the Qorrashi's benefit eventually.
I'd also argue that the ice-walk thing is better than flight, since it could be used as a sweet set up for thematically awesome fights if they just ignored gravity while using it. "You knocked her prone on the wall, she gets up and knocks you prone into the chasm 900ft below."
4:07 Oh my goodness it's pointy hats
OMG Pointy Hat! 💕 He’s super adorable! I love the collab Dungeon Dad :3
I'm starting to wonder how much longer the "next time on Monster of the Week" bit will continue but I'm loving it.
Bro is single handedly developing ice elementals for DMs like me. Cheers!
COOL monster, here is my idea for this creature, an interesting plothook could be the conflict between an Qorrashi and an eefriti.
Seeing as their nature seem to be complete opposites, imagining an local, even grant conflict between the two is not that hard, maybe even a war.
but if you go with a war, it's war that leads basically to a stalemate, as i would see that they couldn't invade each other, due to the nature of the planes weakening them, with the plane of fire melting the quarrshi ice spells, and the ice plane being so cold, that all fire gets snuffed out.
That is were the players come in, as they could be hired by one of the sides to sabotage the other side, to give one of the sides an advantage.
Or maybe as lawful neutral creatures, the Quarashi don't want conflict with the eefriti, but the eefriti won't stop their attack, so the qorrashi asks the players to help negotiate peace.
In PF2, there's a sidebar noting the common a way different genie types will grant wishes; djinn will prioritize appearance over quality(wish of a gold something, you'll get gold plated stuff), ifrits will grant the wish in the most painful way(wish to be rich, you'll get a ton of gems falling on you), marids will grant the wish in the most fun way and wish granted by shaitans will be temporarily granted(wish to be friend with a dragon. The next day the dragon will have flown away or be dead).
There's also a fifth type of genie, the janni who embody all four elements, but cannot grant wishes.
It would be super cool to see more stuff from the lesser-seen elemental planes, like the quasi-elemental ones (where one of the main four meets the plane of positive energy or negative energy). Things like the Positive Energy Plane where the main danger comes from essentially being ambiently 'healed' more than your body can handle and eventually exploding with out-of-control tumors. Just think of the bizarre mechanics that a monster themed around that could incorporate, maybe something like piling more and more stacking temporary hitpoints onto the players with compounding levels of exhaustion as it gets too high, who knows.
This genie is really useful for me because my main setting is a northern kingdom. I figured I wasn't going to able to use any thing like genie do to it being a very snowy place. Now, in between all the aberrants and undead and trolls, I have something a bit more calmer to use for my party. Honestly, a Qorrashi ally sounds like exactly what they will need at some point... if the rogue doesn't try and steal from them.
I just love the idea of the ice genies in the middle of an icy storm heavily obscuring anything out to five or ten feet, and just acting as assassins that lay their icy hands on you before darting away and leaving the party to freeze to death. This goes on frequently until the party finds away to defend themselves against the weather conditions or just cover themselves entirely to insulate from any bodily contact that the Qorrashi might make
I legit was just looking for some sort of frostfell genie last month when planning some stuff for my campaign! Thanks for the video, might find a way to incorporate this still
Good work with this one, D-Dad. You were able to put in a lot of personality where it sounds like it was lacking in former editions.
Gotta love having more genies in D&D. And since your sponsor is into the AM, I gotta let everyone know I've been wearing their stuff for a while and I like it, BUT if you like wearing your hats on the tighter side, be weary of theirs bc I had the one plastic half of the snapping part separate from the fabric. I got a new one from them and haven't had the issue since, but it is something to keep in mind
Copy that! I’ve never ordered a hat from them but that’s good info!
Fantastic video please more Mythic Odysseys of Theros
Woah!!! I did NOT expect pointy hat! It’s like defeating some skeletons and finding a giant treasure room!
That art makes them look like JoJo characters
100%
Oh, you're approaching my ice realm?
That ncis scene got me sweating man that episode was action packed
The editing in this video is amazing.
I love that Josiah used music from Pokemon Mystery Dungeon: Gates to Infinity what with the ice motifs throughout the entire soundtrack.
I'm so happy the next episode teaser is a regular thing now 😂
Oh damn, I discovered your channel liek 2 weeks ago and thought you and Antonio would be a perfect colab fit but I did not expect to actually see it happen already * ___ *
I would just call me cooking, I was making pasta, I was making a sauce, and everything was well here hearing our Papa speaking to us about these cool (heh) DND monster then... I just had to scream in absolute surprise and joy when I just heard Pointy Hat's voice I never expected him in here and it was great.
Man, Pathfinder has so many interesting creatures for D&D! Nice Video, as always!
🎶🎵
Ice ice baby!
Dah-dah-dah
Genie ice-ice baby
Dah-dah-dah
Stop!
Incarnate and summon!
The Qorrashi could also make for something if you have a setting strongly inspired by Norse mythology but also have a love for genie shenanigans.
I saw a pointy hat, I like
You can see a variety of Genie types in Magi, more the manga than the anime, and there are a few ice genies, there's also a few lightning genies, and a whole host of other types of genies. The series also shows what Genie Warlocks could be like, if they got a few extra features and a type of pact that has yet to be translated into D&D-style games.
Loving the escalating production value you have going. These videos are a delight.
Gungeons & Genies
Very cool episode, love it
Hey Dungeon Dad. I love your work and wish that my DM would use some of your work. Would you consider making a video about Amber Dragon from second edition?
Amber dragon is on his list, but only one other person has requested it. Hopefully some day.
Just found your channel. Amazing stuff, I think it's only a matter of time before it blows up in a very big way!
Welcome aboard! Thanks 😄
always love to see more of the Paraelemental planes. The elemental planes have always been a point of fascination for me. One day I want to run a High level party through an all out war on the elemental planes that's been leaking into the material, and they need to broker peace between Genies, Elementals, and other natives of the planes.
Here's a Fungal Genie I once found. Have Fun:
Size/Type: Large Plant (Outsider, Air, Extraplanar)
Hit Dice: 10d8+14 (58 hp)
Initiative: +8
Speed: 50 ft. (4 squares), Fly 90 ft. (perfect)
Armor Class: 17 (-1 size, +4 Dex, +3 natural, +1 speed), touch 14, flat-footed 13
Base Attack/Grapple: +10/+23
Attack: Slam +22 melee (1d8+16), Puffball +20 ranged (1+6 plus spores)
Full Attack: 4 slams +22/+17/+12/+7 melee (1d8+16)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind, spores
Special Qualities: Darkvision 120 ft., low-light vision, immunities, plane shift, telepathy 100 ft., change shape (Small fungus; tree shape)
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 33, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +12, Concentration +12, Craft (chemical) +12, Diplomacy +4, Escape Artist +14, Hide +8, Jump +19, Knowledge (radiation) +12, Listen +12, Move Silently +18, Sense Motive +12, Survival +6, Spellcraft +12, Spot +12, Rope Use+4 (+6 with bindings)
Feats: Blind-Fight (B), Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B)
Environment: Any land and air
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic good
Advancement: 10 HD (Large); 11-21 (Huge)
Level Adjustment: +6
Sakinoi is a noble (fungus) djinni and can grant three wishes to any being (nongenies only) who captures her in a Nuka Cola Quantum bottle. Sakinoi can perform no other services and, upon granting the third wish, is free of her servitude.
Sakinoi is about 10-1/2 feet tall and weighs about (that's for her to know, and for you not to).
Sakinoi speak Auran, Celestial, Common, Druidic, Sylvan; plantspeech (fungi), and Ignan.
COMBAT
Sakinoi disdains physical combat, preferring to use her magical powers and aerial abilities against foes. If Sakinoi feels over-matched in combat, she usually takes flight and becomes a whirlwind to harass those who follow.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against Sakinoi.
Immunities: Acid, electricity, sonic, plant traits
Spell-Like Abilities: Constant-pass without trace; At will-invisibility (self only); 1/day- create food and water, create wine (as Create Water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, Sakinoi can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.
Puffball (Ex): Sakinoi can spit a puffball as a standard action. If it hits, this attack deals 1+6 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with Sakinoi's spores. The puffball has a range increment of 50 feet.
Spores (Ex): Sakinoi is riddled with molds and spores. Anytime a Sakinoi takes damage, a cloud of spores bursts from her body, forcing all adjacent creatures to make a DC 14 Fortitude save or have their vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one's eyes with water ends this effect. The save DC is Constitution-based.
Whirlwind (Su): Sakinoi can transform herself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, she can move through the air or along a surface at her Fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. Sakinoi controls the exact height, but she must be at least 10 feet.
Sakinoi’s movement while in whirlwind form does not provoke attacks of opportunity, even if Sakinoi enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if Sakinoi moves into or through the creature’s space.
Creatures one or more size categories smaller than Sakinoi might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 32 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 32 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a Fly speed is allowed a DC 32 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where Sakinoi carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. Sakinoi can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
Sakinoi can eject any carried creatures whenever she wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, she creates a swirling cloud of debris. This cloud is centered on Sakinoi and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
When Sakinoi is in whirlwind form cannot make melee attacks and does not threaten the area around her. But, those inside her whirlwind are effected by her spores.
Plant Traits: Sakinoi possesses the following traits (unless otherwise noted in her entry). Low-light vision. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning. Proficient with its natural weapons only. Not proficient with armor. Plants breathe and eat, but do not sleep.
Skills: Racial Modifiers +4 Hide, Move Silently and Survival in swamps and underground, and +8 speed bonus to Jump checks, even while rushed or distracted. Jumping distance is triple her height.
I know it's a silly nitpick, but it always bothers me that D&D always lumps together fungi with plants. Fungi aren't plants! They're a completely different kingdom of life, as different from plants as plants are from animals! Heck, fungi are more closely related to animals than they are to plants.
Again, silly nitpick, I know.
@@mr.incorporeal7642 It's the same thing with vermin. They used to be separate, same as all the outsiders. Now everything is a beast, fiend, or celestial.
@@KevinVideo From what I'm seeing after a bit of googling, "vermin" was basically just D&D's name for non-magical arthropod creatures. If you consider 5e's "beast" category to mostly mean "natural/semi-natural animals", then tossing arthropods in there does make sense. Especially since it seems odd to categorize arthropods as their own separate thing while all other invertebrate and vertebrate animals are categorized as beasts.
The difference is that, while arthropods, mollusks, echinoderms, annelids, chordates, etc. etc. are all animals, plants and fungi are entirely different kingdoms of life. It makes as much sense as slapping the "beast" label on a mushroom.
Granted, I understand the D&D creature types are more about how a creature interacts with players and the world rather than scientific classification, which is why I acknowledge that it's a silly nitpick on my part.
Dungeon Dad: “Dungeons & Djinnis”
Me: so basically Magi: Labyrinth of Magic?
Ayyyy Pointy Hat! Love that sentient piece of felt!
This was a great video sir, also this makes me wish they made a swamp Genie. Also I've had the thought of working these things in with the Xixecal, like having the players work with the Qorrashi to take down the Xixecal, or something along those lines.
I just found this channel and I'm really loving your content!
A suggestion for another obscure monster to cover: Visage! It has a few cool abilities, and some really interesting lore in relation to Orcus/Tenebrous. I used them as one of the main tools employed by the antagonist in a campaign of mine, and it made for some pretty interesting encounters and manipulation!
Only one other person has requested this monster, so definitely obscure, but it most assuredly is on the discord's suggestion list. Added another tick beside it.
@@KevinVideo Nice! Excited to see whatever new content you decide to bring. :)
I hope one day, hopefully a day this year, you are able to rival the giants of D&D RUclips in success
The work you put in on these is awesome! Thanks for all of these.
2:53 I remember looking into if anyone had a stat block for the Golden Goose, and was dumbfounded they gave it the Lawful Good alignment.
Even if it needs to be a Celestial, that makes no sense.
Chaotic Neutral AT BEST
@@DungeonDad that's awfully generous of you.
Ooh, sun giants next. Can't wait to see what that entails
This week I just discovered your channel and the Pointy Hat! Your content is fascinating! I have but a humble sugestion: while there are many, many, MANY different monsters in the various RPG books, sometimes we need a little "custom" baddie. Can you make a video basically explaining how to marry the flavor and story telling with the mechanical number games in creating a stat block?
Great suggestion!
This was excellent! Please say you're going to cover each of the paraelemental genies. My group is in the early stages of an elemental campaign based campaign that has the potential to go all over inner planes and some of the lesser traveled outer planes. I honestly have no clue which way they'll end up going and in sore need of resources.
I hope to!
I love them! Been talking about these guys for a while!
On the Warlock patron, Ray of frost is a cantrip, not a level 1 spell, I guess a good option would be to always have armor of agathys prepared, or the ability to cast onde per day for free like binding ice.
14:07
I have never had that thought of how to corrupt a wish. My plans are set in motion.
What a great channel! Keep it coming!
I just found this perilous gateway the other day. I can't believe I forgot you had mentioned it.
I found it because I was doing research on the forgotten realms wiki for a adventure coming up that will take place around the same time as storm kings thunder. I was thinking about adding a The Thing type creature until I read all the info.
always love these and love the pdfs!
The Southlands setting from Kobold Press has the really fantastically designed Jinnborn. They're varied, well-balanced, and have tons of options in both combat and role play.
I truly wish I could play a campaign with you sometime, man. It'd probably be the most epic, memorable and hilarious one I'd ever play.
All I can think of for the genasi is a bard in the party making ice jokes 24/7, like "Ice, ice baby" or "baby you're as cold as ice" and the genasi is just like, "If you don't stfu rn I'm gonna make a blade outta ice and stab you" and the bard pulls an Olaf and goes, "Oh look, I'm impaled"
Dungeons & Djinn would actually make a great name.
YOOOO this would be a GREAT leader for a mountain dojo for martial arts!
12:25 IMPRACTICAL JOKERS!!!!!! Man, it's been a while since I've watched them, but at the same time, not because I only stopped keeping up with them when lockdowns started and they had an entire season over zoom mostly just talking.
The 'fowel geese ' are known as "Cobrachickens" and watch out they hiss 😂
Are there any Eberron specific monsters you have in the works?
Actually I do have one coming up soon!
@@DungeonDad Wonderful to hear! I look forward to it!
D&D are playing with fire.
hey look, a pointy hat.
I wonder if he has good videos
With the existence of Qorrashi, that implies the existence of Genies for the other Para-Elemental Planes. Which to me sounds like a good excuse for Ash Genies, Magma Genies, and Ooze Genies! As well as Genie Pacts and Genasi for them as well! Honestly want to know what Ooze Genies would be like or even Ash Genies. As well, we still need that Faewild Genie due to the Khayal's existence as well. So many possibilities honestly. I really want someone to make these unused Genies
Definitely possible, but nothing official has been made for D&D. Those absolutely exist as mephits though.
Sold! A bargain well made. ❄ Wanted genies and a pocket plane to be in my next campaign as a mid game area, a departure from the 🗺. Guess it is going to be cold out. ❄
The gods hath declared that, the dreaded dire swan is now banished from existence for it's untold crimes against creation.
Is the Eva-style next episode preview gonna stay? Caught me by surprise. That's hilarious.
Everyone seemed to love it when I did it as part of the spirit warrior video so I think it’ll stick around for awhile!
I was wondering where that "Mr. Gassel" line came from I've heard it way too many times, and it's weird I never came across it when I love twilight zone
ih this comes just in time as i flesh out my settign because the planes of it are the fire, earth, ice, water, air and lightning planes. all i need now is a lightning based genie
So if they can walk on any surface regardless of gravity as long as it's icy, then they must have crazy MC Escher and almost non-Euclidian architecture in the plane of Ice; all walls are floors and ceilings are too
When I saw the title for this my immediate thought went to Basrar from Fantasy High but they say that he's an Ice Djinn which I think is the same thing, totally correct if I'm wrong and they are not used interchangeably!
a war pick would have been better for carving those ice castles
An Idea for a plotline: The party is tasked by a wealthy noble to explore the ancient ruins of a long forgotten desert temple for the Old Shaw's greatest treasure, a magical kettle that is said to dispense a unlimited amount of fresh cold water which can help the current drought the kingdom is experiencing. Of course the twist is that the Kettle is the Imprisoning vessel for a Ancient Qorrashi who was tricked and now wants nothing more to do with Humans, the question is which is better, freeing a enslaved being or saving the kingdom?
(Maybe have it if they force the Qorrashi into service that they become a BBEG that now wishes to Freeze the world to kill all Humans for what they have done to him.)
Now I ponder if there are already made genies of the other three para-element planes.
Not in D&D, but we can fix that!
I loved the frost burn book. I really wanted to make a lord of the uttercold bbeg. Maybe like the animated movie Fire and Ice
Their melee weapon should be an ice-sickle
I'd love to see the dry lich from Sandstorm or Bone ooze from MM2!
Both are on his discord's to-do list. Added another tick to them for desired conversions.
Actually you totally should make your own Genies focussed TTRPG. Maybe the players play as peole who rubbed a lamp and got a wish but, as genies do, the wish was twisted and now regularly interfeers with the quest to find the genies responsible and force them to fix it, rebottle the evil genie who was freed after granting everyone's wishes, complain to the legendary Blue Djinn king of all genies... many possibilities. And the game could just be called Rub The Lamp.
And the genasi can be the diplomats between them and flesh world
@@DeidaraSakurasama They can't be called Genasi because WOTC own that but I like the idea
The names for the parelemental planes (Frostfell, Fountains of Creation, etc*), all go back at least as far as 2e’s “The Inner Planes”, so it seems a bit questionable saying that the names have been updated for 5e’s cosmology.
I feel like there should be two more combo planes, between Fire/Water, and Air/Earth
Elemental planes of Steam and Salt respectively I believe.
@@thomasturton1118 Those sound familiar, feels like they don't get as much attention compared to the other four
@Thomas Turton Those are quasi elemental planes of Water. Steam is between Water and the Positive Plane, Salt is Water & Negative
You know, there is something else with these that potentially could come into play in some versions.
The Qorrashi might, also, be related to the Yuki-Onna in D&D
buddy, i'm from Chicago, even here we don't f%ck with geese.
Soooooooo, Fey, Ash, Mud, and Magma Genies when?
Id love to see you cover the Gliterboy from Rifts
You will be hearing from my lawyers
Dumb idea:
Alter the Genies movement capabilities. Undine would have a fast swim speed rather than flight, Shaitan- or Dao, in this case- would have a *burrow* speed, and Djinn would be the fliers. Ifreeti would be the weird ones, as they'd gain a faster movement speed over the others (we'll say 60ft. instead of 30).
That way, the ability of the Qorrashi to walk on icy surfaces unimpeded would be a massive boon, rather than just giving them flight. A similar situation could be done in favour of the Khayal, giving them the ability to transport themselves through any dark surface.
Ooh, exhaustion mechanics. I remember someone telling me One Dnd was changing the exhaustion mechanics because 5e exhaustion was " Instant Death." Dude, there's nothing instant about having to fail 6 separate saving throws to get to that point.
It's instant in the same way that making a four course meal is "fast food"