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Djinn

Djinn are naturally charismatic and inhumanly beautiful. They tend to have an affinity for magic and navigation.   Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.   Airy Aesthetes. Djinn rule floating islands of clouds tuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreeti and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation.   Masters of the Wind. Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air.   Accepting Servitors. The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly. A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinni resent the cruel wizards that have imprisoned their kind in gem stones, iron flasks[2], and such throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.
Genetic Ancestor(s)
Genetic Descendants
Related Ethnicities

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Djinni

Large elemental, chaotic good
Armor Class 17 (Natural Armor)
Hit Points 161 14d10+84
Speed 30ft Fly: 90ft

STR
21 +5
DEX
15 +2
CON
22 +6
INT
15 +2
WIS
16 +3
CHA
20 +5

Saving Throws Dex +6, Wis +7, Cha +9
Damage Immunities Lightning, Thunder
Senses Darkvision 120 Ft., passive Perception 13
Languages Auran
Challenge 11


Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.   Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:   • At will: detect evil and good, detect magic, thunderwave   • 3/day each: create food and water (can create wine instead of water), tongues, wind walk   • 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift   Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.   Disguises.   Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.   Wishes.   The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.   To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.


Actions

Multiattack. The djinni makes three scimitar attacks.   Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage plus (1d6) lightning or thunder damage. (djinni's choice)   Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.   A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.


 

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