An Abasheen stands a full eight feet tall, draped in flowing robes of rich purple and gleaming gold, their garments always tailored to reflect their current diplomatic or social station. Their skin is dark and smooth, often described as bronzed obsidian, and their piercing eyes shimmer with electric intensity, reflecting their air-aligned heritage. A signature ponytail or braid—tied with ribbons of gold or silver—cascades down their back, symbolizing rank or allegiance. Despite their elegant form, their presence radiates barely contained power and an unsettling air of superiority.
Behavior
The Abasheen is a creature of intelligence, pride, and calculated manipulation. They are smooth-tongued diplomats and skilled deceivers, equally capable of charming a court or infiltrating a fortress. While polite in form, they are deeply arrogant, viewing most other beings—especially mortals from the Material Plane—as little more than pawns or pets. Rarely do they act without purpose, and even their most generous gestures often mask deeper intentions.
Habitat
Native to the Plane of Air, Abasheens dwell in floating citadels, shifting cloud palaces, or tempest-tossed islands tethered to nothing but magic. They often reside near djinni noble courts, where they serve as emissaries, couriers, and informants. Though their society appears servile to the djinn, whispers suggest a more complex power dynamic hidden behind veils of tradition and secrecy.
Modus Operandi
Abasheens prefer to influence rather than confront. In combat or conflict, they first use charm or command spells to neutralize threats subtly, avoiding direct violence when manipulation will suffice. If forced to fight, they strike with powerful slams or curved falchions, hovering out of reach with perfect aerial control. Always watching for advantage, they retreat the moment the tide turns, using Plane Shift to escape and regroup. They rarely engage without an escape plan.
Motivation
Above all, Abasheens seek to elevate their influence, whether among the djinn courts or within extraplanar politics. Their motivations are tied to information, leverage, and favor—and they view every interaction as a potential transaction. Some act as double agents, balancing obligations between djinn masters and personal ambition. Though bound by duty, their ultimate loyalty is often to themselves.
Regal and aloof, the Abasheen floats effortlessly on currents of unseen wind, its golden and violet robes trailing like banners of nobility. It speaks in tones soft as a breeze and sharp as thunder, treating mortals as pawns in a game only it understands.
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Prone
Senses Darkvision 60 ft., Passive Perception 17
Languages Auran, Common, Celestial, Infernal; Telepathy 120 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Innate Spellcasting
The Abasheen’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells innately, requiring no material components:
At will:Command, Charm Person, Detect Thoughts, Gust, Minor Illusion
3/day each:Counterspell, Hold Person, Misty Step, Suggestion
1/day each:Geas, Plane Shift (self or willing creatures only; to the Plane of Air, Astral Plane, or Material Plane)
Traits
Air Mastery
While flying, the Abasheen has advantage on Dexterity (Stealth) checks and melee attacks against airborne creatures. Flying creatures within 30 feet of it have disadvantage on attack rolls made against the Abasheen.
Perfect Flight
The Abasheen can hover and is unaffected by winds, magical or natural. While flying, it can take the Dash, Disengage, or Dodge action as a bonus action.
Unseen Currents(Recharge 5–6)
As a bonus action, the Abasheen releases a pulse of invisible wind in a 30-foot radius. Creatures of its choice in that area must succeed on a DC 16 Strength saving throw or be pushed 20 feet in a direction the Abasheen chooses and knocked prone. Flying creatures that fail this save are also stunned until the end of their next turn.
Actions
Multiattack
The Abasheen makes two melee attacks.
Whirling Slam
Melee Weapon Attack: +7 to hit, reach 10 ft., one target Hit: 12 (2d8 + 3) bludgeoning damage plus 4 (1d8) lightning damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away.
Tempest Falchion(Wielded Weapon)
Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 14 (2d6 + 4) slashing damage plus 7 (2d6) thunder damage. On a hit, the target must make a DC 14 Constitution saving throw or be deafened until the end of its next turn.
Reactions
Redirect Gale
When the Abasheen is targeted by a ranged weapon attack or a spell attack, it can use its reaction to deflect it with a sudden gust. The attacker must reroll the attack roll and use the lower result.
Tactics
Opening Moves: Begins combat with Command or Hold Person to disable key threats, especially melee attackers.
Control and Manipulation: Remains airborne, using Suggestion, Detect Thoughts, and Unseen Currents to control the battlefield.
Avoiding Risk: Rarely engages directly unless it has the upper hand. Uses Misty Step to reposition and Plane Shift to escape if reduced below 30 HP.
Combat Style: Surgical, arrogant, and opportunistic—targets spellcasters first, avoids wasting actions on trivial threats.
Optional Lair: Skyborne Embassy
In its lair, typically a floating diplomatic outpost or elemental court:
Lair Trait – Elemental Drift: Wind currents allow the Abasheen to treat all nonmagical ranged attacks as if it were under the Blur spell.
Regional Effect – Vertigo Pulse: Non-flying creatures that enter or start their turn on elevated surfaces must succeed on a DC 13 Constitution saving throw or be dizzy (disadvantage on attacks and ability checks) until the end of their next turn.
Abasheens are genies from the Plane of Air and serve the nobles of that plane as diplomats, couriers, and emissaries. Some of the less scrupulous serve as spies and insurgents. They are extremely clever and often let their arrogance interfere with their assignments. Abasheen look down on all creatures from the Material Plane.
Abasheens and common djinn tolerate each other, but that is as far as it goes. They rarely work together and when they do, such pairings often degenerate into quarrels. The society structure of the abasheen is unknown but it is believed to be vastly different than that of the other genies. No abasheen nobles are known to exist and the entire race seems to be servitor to the race of djinn.
An abasheen stands about 8 feet tall and is always dressed in flowing robes colored to denote their current station. Their skin is dark and their build powerful. All have dark hair, either black or brown, and most wear their hair braided or pulled into a ponytail, tied with ribbons of gold or silver.
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an abasheen.
ECOLOGY
Environment any (Elemental Planes of Air)
Organization solitary, pair, or company (2-5)
Treasure standard
Abasheens rely on their physical attack and spell-like abilities in combat. When combat starts, an abasheen commands one of its opponents (usually the one closest to it) to drop or flee (see the command spell). On its next action it either bashes an opponent with its fists (if one is close enough) or attempts to charm an enemy spellcaster.
During combat, an abasheen rarely touches the ground, preferring to remain airborne and above its opponents. They rarely fight to the death. Should combat turn against an abasheen it always attempts to escape, usually by plane shifting away.
Section 15: Copyright Notice
Abasheen Genie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Lance and Travis Hawvermale.