Large elemental (genie), Lawful Evil
| Armor Class | 17 |
|---|---|
| Hit Points | 229 (17d10 + 136) |
| Speed | 30 ft., fly 60 ft., swim 90 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 12 (+1) | 26 (+8) | 18 (+4) | 17 (+3) | 20 (+5) |
| Saving Throws | Cha +9, Dex +5, Wis +7 |
|---|---|
| Skills | Deception +9, Insight +7, Perception +7, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; lightning |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Blindsight 30 ft., Darkvision 120 ft., passive Perception 17 |
| Languages | Common, Primordial (Aquan) |
| Challenge | 12 |
Biha Babir can breathe air and water.
If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4 days, reviving with all her Hit Points somewhere on the Plane of Water.
If Biha Babir fails a saving throw, she can choose to succeed instead.
Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can understand. If Biha Babir casts the spell for a creature, she suffers none of the spell's stress. Once Biha Babir has cast it three times, she can't do so again for 365 days.
Biha Babir makes two Marine Burst attacks. She can replace one of these attacks with a Tail attack.
Melee or Ranged Attack Roll: +10, reach 5 ft. or range 60 ft. Hit: 17 (2d10 + 6) Cold damage.
Melee Attack Roll: +10, reach 15 ft. Hit: 13 (2d6 + 6) Bludgeoning damage, and if the target is Huge or smaller, it has the Prone condition.
Biha Babir teleports to an unoccupied space she can see within 30 feet of herself and makes one Marine Burst attack.
str DC 18, each creature in a 30-foot Emanation [Area of Effect] originating from Biha Babir. Failure: 10 (3d6) Force damage, and the target is pulled 15 feet straight toward Biha Babir. Success: Half damage only. Success or Failure: Biha Babir can't use this action again until the start of her next turn.
Biha Babir casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: Create or Destroy Water, Detect Magic, Major Image
2 each/day: Control Water (Flood, Part Water, or Redirect Flow only), Dispel Magic, Invisibility
1 each/day: Control Weather, Plane Shift