ConquerorThe Bazaar of Zafir
The Spirit Lord of Zafir sells wishes, and the fine print is lethal

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Incorporeal Movement. The Spirit Lord can move through other creatures and nonmagical objects as if they were difficult terrain. He takes 5 bludgeoning damage if he ends his turn inside an object.
Magic Resistance. The Spirit Lord has advantage on saving throws against spells and other magical effects.
Wish Fulfillment. Once per day, the Spirit Lord can literally fulfill the wish of a willing target in a way that turns against them; the effect, at the DM's discretion, is similar to a spell of 5th level or lower.
Multiattack. The Spirit Lord attacks twice with his sand whip.
Sand Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) bludgeoning damage.
Wish Curse. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 21 (6d6) psychic damage, and the target must succeed on a Wisdom saving throw (DC 17) or be charmed by the Spirit Lord for 1 minute.
The Story
At the crossroads of a thousand caravan routes, one night a year the Bazaar of Zafir appears, a market that is not there by day. Silken tents glow from within, musicians play songs you can never hum again afterward, and clouds of dust hang like veils between the stalls. They whisper that here you can buy anything. Even a wish. A real one.
The catch reveals itself only once you are inside. The Spirit Lord of the Bazaar, an elemental genius of blue smoke with coins for eyes, reads the wish from your heart and not from your mouth, and visibly savors the difference. Whoever asks for 'riches' inherits them from a newly dead uncle. Whoever wishes to 'never hunger again' loses the ability to taste. Every customer has since carried a small flaw as his signature.
You come in searching for a friend who made a wish last year and has been missing ever since. As you move through the tents, you play the Spirit Lord's games, unravel the exact wording of earlier bargains, and gather the loose ends of a contract the lord himself once signed.
The twist: the missing friend is no victim but collateral, held captive in the lamp that the Spirit Lord owes to his own master. The climax is a duel of words: phrase a single wish so watertight that even a being who reads hearts can find no crack in it, or force him with his own contract to grant release, before the bazaar dissolves at sunrise and takes everyone in it along.
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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
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