Djinni
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
Djinni (CR 5)
Large Outsider (Air, Extraplanar)Alignment: Chaotic Good
Initiative: +8
Senses: Darkvision 60 feet; Perception +12
Speed: 20 feet, Fly 60 feet (perfect)
Space: 10 feet
Defense
Armor Class: 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, -1 size)Hit Points: 52 (7d10+14)
Saving Throws: Fort +4, Ref +9, Will +7
Immunity: acid
Offense
Melee: 2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)Reach: 10 feet
Special Attacks: air mastery, Whirlwind (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 17)
Spell-Like Abilities (CL 9th):
- At Will- Invisibility (self only), Plane Shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
- 1/day- Create Food and Water, create wine (as Create Water, but wine instead), Gaseous Form (for up to 1 hour), Major Creation (created vegetable matter is permanent), Persistent Image (DC 17), Wind Walk
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18 (+4) | 19 (+4) | 14 (+2) | 14 (+2) | 15 (+2) | 15 (+2) |
CMB +12
CMD 27
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Wind Stance
Skills: Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10
Languages: Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Special Abilities
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against a djinni. 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.Ecology
Environment: Any, Plane of AirOrganization: solitary, pair, company (3-6), or band (7-10)
Treasure: standard (masterwork scimitar, other gear)
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 a Gelatinous Cube-Genie, Djinni have no other option than melee combat. In such situations, 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.