Genie, Djinni

Djinni (CR 5)

DjinniCOLORs.tif

Large outsider (air, elemental)
Init 18; Senses darkvision; Notice 22
Defense
AC 18, flat-footed 14
(+4 Dex, +5 natural, –1 size)
HP 52 (7d10+14)
Fort +4, Ref +9, Will +7
Immune electricity, elemental traits
Offense
Speed 20 ft., fly 60 ft.
Melee 2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, R-DC 17)
Spell-Like Abilities (CL 9th; caster check +15)
At will—invisibility, plane shift
1/day—create food and water, create water (wine instead), gaseous form, major creation, persistent image (Wd-DC 17), wind walk
Statistics
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Base Atk +7; CMB +12; CMD 27
Feats Combat Casting, Combat Reflexes, Improved Initiative, Wind Stance
Skills Acrobatics +14, Knowledge (planes) +12, Knowledge (history) +12, Perception +12, Sense Motive +12, Spellcraft +12
Languages Aquan, Auran, Common, Ignan, Terran; telepathy
Ecology
Environment Realms Within (Atmosphaira)
Organization solitary, pair, company (3–6), or band (7–10)
Treasure Value 1,235 gp plus masterwork scimitar

The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds.

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. When faced with no other option than melee combat, most djinn prefer to wield masterwork scimitars two-handed.

Among other genies, djinn get along well with jann and marids. They are frequently at odds with the shaitans, and are sworn enemies of the efreet, despising these fiery genies more than any other genie race. So legendary is the conflict between the efreet and the djinn that many spellcasters attempt (to varying degrees of success) to secure a djinni's servitude by promising to aid the cause against their hated enemies.

A small percentage of djinn are noble. Noble djinn, often called viziers, have 10 Hit Dice, Strength 23, and Charisma 17, and can grant three wishes to any being (nongenies only) who captures them. Djinn nobles are CR 8.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.