Library / Bestiary

Genie, Djinni

CR 5.00 Outsider CG Large HD 7
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.

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.

HP
52 (7d10+14)
AC
19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, -1 size)
Init
+8
Speed
20 ft., fly 60 ft. (perfect)
Fort
+4
Ref
+9
Will
+7
BAB
+7
CMB
+12
CMD
27
Melee
2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)
Space
10 ft.
Reach
10 ft.
str
18
+4
dex
19
+4
con
14
+2
int
14
+2
wis
15
+2
cha
15
+2

Weapons: Martial, Simple

Air Mastery — Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

whirlwind (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 17)

Universal Monster Rules

Whirlwind (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 17) Su from Universal Monster Rule
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed at a concentration check (DC 15 + spell level) to cast a spell.

Special Abilities

Air Mastery from text
Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

Feats, Traits & Items

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Wind Stance from Feat

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10

spell-like abilities:
At will—Invisibility (DC 14), At will—Plane Shift (DC 19), 1/day—Create Food And Water, 1/day—Create Water, 1/day—Gaseous Form, 1/day—Major Creation, 1/day—Persistent Image, 1/day—Wind Walk (DC 18)
Details
Type
Outsider
Alignment
CG
Size
Large
Environment
any (Plane of Air)
Organization
solitary, pair, company (3-6), or band (7-10)
Treasure
standard (masterwork scimitar, other gear)
Senses
darkvision 60 ft.; Perception +12
Languages
Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
13 House/Core
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Wind Stance (Feat) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Create Food And Water (Spell) — core content under OGL 1.0a
  • Knows spell: Create Water (Spell) — core content under OGL 1.0a
  • Knows spell: Gaseous Form (Spell) — core content under OGL 1.0a
  • Knows spell: Major Creation (Spell) — core content under OGL 1.0a
  • Knows spell: Persistent Image (Spell) — core content under OGL 1.0a
  • Knows spell: Wind Walk (Spell) — core content under OGL 1.0a
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