Genie, 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.
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)
- Speed
- 20 ft., fly 60 ft. (perfect)
- Init
- +8
- Melee
- 2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18-20)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +7
- CMB
- +12
- CMD
- 27
- Fort
- +4
- Ref
- +9
- Will
- +7
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)
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.</p>
Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Wind Stance (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Plane Shift (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Create Food And Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Create Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Gaseous Form (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Major Creation (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Persistent Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wind Walk (Spell)House/Core — covered by the site's Section 15.
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